Matching Render in Modo as well as in Sub Painter. « How-to » – First Try = FAIL

Hello.
I’m experiencing some issue displaying the same PBR Rendering as SB Painter in Modo. I’m looked into some forum thread like those from Wes McDermott here and some on modology.fr (Modo French User Forum), but didn’t found how figured out the same render in both software. So here i’m trying to find a workaround to this challenge. I’m probaly doing it in a wrong way but that is a good way to get involved with tools. So feel free to comment on the original forum Allegorithmic.

Setup both Software to Match the same result of Sub Painter viewport and Modo Render. Lire la suite

A UV Packer that you should take a look into ! God Bless IPackThat

If you’re actually working on UV layout, I ‘ll probably suggest you to take a look at the work of Snoelk from Germany – Technical Artist at
Piranha Bytes.

He have post an interesting thread (through Polycount forum) on is new Standalone UVpacker, still currently in dev and in Beta but still promising CG tools: IPackThat

Please tell her your support on Polycount or CGtalk for that upcoming « CG amazing must-have tool » !

I’ve take a look on it, and i could say that it’s really promising for the result you can got in few minutes. The next image will talk about that better than more words:

IPackThat_BasicTest_LD

26 % of wasted space in 6 mins > compared to my 21 % on my hand made layout in around 4 h of tweaking.

 

 And for the Fun after 8 Run to find the Best solution it goes down to 18 % of Wasted Area. So Good !

8Run_IPackThat_LD

Launching my CG Channel VideoStream via Twitch TV.

Working on common tools: ZBrush, Modo, PS, AI, Marmoset, Substance, dDo.

TwitchTV Channel

Colt still in WIP

Some Breakdown Pass under Marmoset T2.

  • HighPoly & LowPoly Model done.
  • Design still in work in progress.
  • Quick-made Albedo Map. Normalmap made through xNormal and for the engraving in nDo (Quixel Suite)
  • Intensive use of Illustrator to make all of those engraving. Still in work in progress.
  • AO made in FAOGEN from the HighPoly mesh made with MeshFusion under Modo.
  • UV with the same Texel density.
  • Texture Res 4096²

Clic for HD image.
WIP_COLT_Albedo

WIP_COLT_15_UV

WIP_COLT_15_MetalShading

WIP_COLT_15_AO

More shading test through dDo

3 days passed on the New dDo from the Quixel Suite, but now, I’ve made this with the 5.3 Release (Old but Accurate enough and without any crash ^^). That’s just some test cause i want to do some more work on the engraved areas as well as the scratches on metal and wood part.

11 K triangle / 2048² Texture

11 K triangle / 2048² Texture

3 days passed on the New dDo from Quixel Suite, but now, i'veMade this with the Free (Old but Accurate) 5.3 Release. Still at work.

Still at work. Focusing on the Diffuse at first. i will update the spec/gloss soon.

Character Updates

Just want to show you that i’ve not discard my Western Illustration Project.

I’ve find some time to work on the body as well as the Colt 1862 by testing the Great possibilities of Mesh Fusion that have been released few days ago on Modo 701 by The Foundry.

AdventureCharacter_WIP13

ZBrush update for the Body and UV work.

the Colt Modeling part with MeshFusion:

 

Lire la suite

It’s time to turn the blog in English

As most of the readers of my blog are for a large part outside of France, and because I want to broaden the audience to more people here in Korea and from overseas, I will now write the blog in English (with some Korean exclusive content as my language skills improve). I will translate most of the existing articles during the next month (if the time let me do that).

I hope that this change will suit everyone following me, from friends to CG contacts.
Cheers !

Introducing a first attempt for my portfolio.

Cheers !

Personal

Personal Studies (.PDF)

Pro

Professional Experience (.PDF)