Making of the Ent Sculpting The challenge was this time to develop a character and a 3D sculpture from a 2D concept. My subject is Gail, the wicked forest creature of Forestdelic records. Follow me and Gail into the procedure of creating this psychedelic and mystic creature of the woods, where musicians "cook their stuff"... and now a 3D Artist joins the cooking too. This seemed to result as pure fun in creativity and it really did. Intro As said the aim was to create Gail the Ent from a 2D sketch, which is c urrently also the logo of Forestdelic records. Obviously the 3D version of the creature would feature a lot more details than the original logo, with many details, colors and accessories, which meant a great deal of character design included in this challenge. Gail has a distinguished personality, quite some experience in special ingredients needed to create something extraordinary and continuously roams the trails of the musicians. Much of this co
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After setting myself high standards with the rusty paint shader, I was kinda stressed to produce a perfect background ice wall for the same Industrial TV project. After looking around how an ice wall actually looks (surprise surprise, it is not a huge ice cube), the result is a facing ratio dependent color subsurface scattering base with more reflection and bump layers. Well, looks great, but for the final render I might add some more color layers in the ice. Anyway, this is also only procedural, so no painting needed here (my texture painting skills will be tested in the next project for sure... but you'll see that later).
Comparing procedural and painted texturing Article #1: Procedural This article is part #1 of my 2 articles to compare procedural and painted texturing. Next in Part #2 I'll give my view on painted texturing, here we will have a look on procedural texturing the same asset. The intro of both articles is identical, but the conclusion of the series is included at the end of part #2. Intro I have been planning to write some articles honoring the 1st year I have spent in training until now to become a 3D artist. As subject of the first 2 essays I thought it would be appropriate to choose something which has given me the most thoughts in the past year. I have been fighting with a couple of things while getting to know different techniques for modeling, shading, lighting, rendering and post production, but from all these one of the few things currently, which seemed to me as a matter of preference instead of the actual progress of an artist on the learning path is the