Project Overview

Eye of the Void

 

 

Goals for this project...

  • Wanted to tryout new techniques and expand upon older ones
     
  • Participate in a community contest
     
  • Work while on the train
     
  • Create a different and compelling portfolio image

Worshiped and wondered... A monument for stationary eyes. No wanderer of sound mind enter, Lest they leave it all behind.  -Unknown

Reference and inspiration

  • I wanted to create something intriguing and imaginative
  • Mainly used Zdzisław Beksiński but also Arnold Böcklin for inspiration

Exploring mandebulb3d

  • Fun to play with; albeit clunky
  • Easily accessible on the train
  • Inspired my imagination
  • Exported using Voxel Stacking
  • Image stacks to mesh creation done in ImageJ

Kit Creation

  • Created different designs then output some that I found interesting
  • Used this kit to drive image creation quickly in Zbrush

Concept Creation

  • Created in Zbrush and Photoshop
  • Experimenting with different compositions
    -Fibonacci spiral, decided on straight forward shot communicated story better.
    -Direct, Eye contact, Forward, Powerful

At this point I have pretty good Idea of where I am headed and start building assets that I will need

 

 

World Machine

  • Procedural and node-based terrain editor
  • Uses different noise functions, masking, blending effects
  • Effectively generates a grey scale heightmap and lets you visualize it and work with it in 3D
My terrain network. Iterated and output several times to keep it simple and fast. This is probably 1/4 the actual network

My terrain network. Iterated and output several times to keep it simple and fast. This is probably 1/4 the actual network

 

Additional Asset creation...

Model Placement

Texturing

  • Mostly Triplanar projections
  • Camera projection
    -Projected paint markings and some grunge/dirt textures
  • Used Vray blend material to mix projection textures with standard ones

Rendering and Lighting

  • Vray
  • Worked on decimated proxy for faster render times
  • Hdr + Sun + Area lights

Final Composite

Final Thoughts

  • Had to work through some render crashes do to too much displacement density
  • Could absolutely adapt this work to real time with some additional work
  • Could switch to traditional modelling practices at any point
  • Would have liked to focus on terrain polish; Get more texture variation coming through.

 

Questions?