Blender Tutorials: The Process of Making the Guyver 3 Dark Gigantic(2)
As the best Blender cloud rendering services provider, Fox Renderfarm still brings you the blender tutorial to share how to make the Dark Gigantic from freelance Digital Artist John Liu. And this is part two.
The guyver armor belongs to alien biotechnology. The material itself should have biological visual characteristics, and at the same time, it must have a sense of future technology. John checked many materials and was not satisfied, so he could only design it himself. He wanted to create an extraterrestrial cell-strengthening material that was unique to guyver armor, which looked like futuristic technology and had real credibility. After trying many effects repeatedly, he positioned it in a mixture of beetles and technology.
To construct Shade, we must first make a basic material, and then enrich it on this basis. The Cycles material library is used for the material, and then the original material is split and re-transformed, and combined according to the material requirements for the dark gigantic.
The Surface part is obtained by the combination of multiple layers of materials, mainly simulating the texture of complex reflection details on the surface. The way of mixing is basically the idea of Substance Painter, so it uses the Pointiness in the Geometry node and the mechanism material taken to make it. With the ColorRamp node, it is easy to get kaleidoscopic effects.
Bump is obtained by at least several texture combinations, two procedural textures Voronoi and Musgrave, six-grid texture, and hand-drawn groove line texture. The six-grid texture is obtained by modeling and baking Normal in Blender. Another part is drawn using Krita's powerful tetragonal continuous function and can be combined with these mechanisms to achieve satisfactory concave-convex light and shadow effects.
The rendering output is in EXR MultiLayer format, which is Blender's film and television-level composite file format. Krita supports most layers, and Natron supports it perfectly! EXR is the format that guarantees all HDR color information and channels of the work and provides the strongest support for subsequent work.
Synthesis can be roughly divided into two stages: A. Complete the first stage of synthesis in Blender, which mainly completes the noise reduction of reflection noise and layered output Diff (with light and shadow), Glossy (with light and shadow), refraction (with light and shadow). B. Complete these output 16-bit PNGs are sent to CSP or Krita for final synthesis effect.
To sum up
The production and sharing of the Dark Gigantic are completed, and I hope to provide you with some references. In terms of sculpting ability, Blender is capable of producing high-precision characters, and his dynamic sculpting is very efficient.
Blender Tutorials: The Process of Making the Guyver 3 Dark Gigantic(1)
As the best Blender cloud rendering services provider, Fox Renderfarm brings you a blender tutorial to share how to make the Dark Gigantic from freelance Digital Artist John Liu.
John is good at expressing his art in a variety of different creative techniques. He used to like Mr.Yoshiki Takaya's manga "The Guyver: Bio-Booster Armor", and was really amazed by the superb biological armor design inside. He prefers this kind of curved design to the European and American mechanical design with straight edges and corners.
Yoshiki Takaya's manga "The Guyver: Bio-Booster Armor"
The Dark Gigantic is redesigned on the basis of Guyver's original. The entire head is like a crown, with a domineering and powerful shape! There are not too many straight lines to show his toughness, but through the overall domineering shape, an aggressive aura from the depths of the character is revealed. Therefore, as part of the process of learning Blender, John chose to use Blender to reproduce the role of the Dark Gigantic, which is rich in super curve structure.
The final effect of the Dark Gigantic,
At first, traditional polygon modeling was used. Due to the highly complex surface structure of the Dark Gigantic, the traditional polygon modeling is more difficult, so the latter part is converted to the engraving method to complete, and the topology is completed after the model is completed. The entire bust is probably composed of more than 50 parts, and the overall number of faces maybe around 30 to 40 million. Blender performs well in this respect.
Number of faces: 49954816
If the number of subdivisions is 12 million and the engraving will freeze, you can try to display only the object currently being engraved independently, and switch the viewport to a viewport display mode, which will be better.
Because Cycles has very powerful rendering capabilities, and the very small details of the engraved surface, you can get rich and small details through the mixing of mechanism maps, and you can freely control those gorgeous mechanisms.
When the model was rendered for the first time, it was found that there were no details at all. This result is far from the manga.
After some observation and thinking, John found that the dark gigantic in the manga is composed of black and white line drafts. Numerous line drafts are intertwined and drawn to produce a lot of so-called "details" in black, white, and gray. It feels that the giant armor is very layered. However, once this structure is placed in the 3D model, without the gorgeous interweaving of the line drafts, the model immediately presents a monotonous problem. Now it can only redesign the details on this basis.
The entire design process has gone through many times, each time constantly changing and adding more structures, the texture design of the head metal controller, the head horns increase the detailed structure of the fin-like marine life, the eye segmentation structure. More insect compound eye structures have been added, the mouth has been added and improved with more levels of detail, and the chest has a line segmentation structure.
Compare the effect of the model before and after
The final effect:
The structure of the chest particle cannon is a new design, which adds rich details and layers to him so that it can highlight a very powerful feeling.
From this stage, the dark gigantic is a redesigned personal version. According to my thinking about the personality of the Agito Makishima/ Guyver III, the structure of some parts has been changed, and some parts with the characteristics of the beetle structure have been added.
Behind the Scenes: Cafed Kona
In the process of learning Blender, I gradually got a certain degree of familiarity with each link and production process, so I wanted to try to create a work of my own. First, I found a reference on the Internet, then set up a scene model, create an atmosphere, material, rendering, etc., and finally showed the best effects.
In the process of production, I encountered many problems, such as how to perfectly bridge the base of the syphon pot base and the foot of the base. When the two things are connected at the beginning, because the wiring is different, there is always a problem, so the syphon pot filter In the case of the filter, these filter holes are exaggerated after Boolean. In this case, all the wires need to be connected reasonably, so that the shape of the syphon filter can be perfectly produced.
However, it is more difficult than this to see the spiral springs under the filter, and how the small steel balls below are perfectly placed in the glass bottle. I didn't know how to start. But, after many tests, the steel balls in the filter were increased by the number of arrays in the modifier, and the path was planned with a curve, which was placed according to the curvature of the glass.
After all the difficulties, the model was finally completed, the whole scene was set up, and the bar and wine cabinet were added. Wine glasses and wine barrels were placed on the wine cabinet, and a lot of wine bottles were put in to make the picture richer.
In the performance of the wood material, the texture of a chicken wing wood is used, the effect is amazing, and the texture of the whole set is improved. At the beginning, the bar used the material of the wood. The whole appearance was too dark to highlight the main body. Later it was changed to marble material and embellished.
Even a small coffee bean is meticulous.
This work uses Blender's powerful rendering function. No lighting is used in the rendering. The final rendering has not been modified. Just add an AO layer to the rendering, perfect for glass and wood and metal. The texture is expressed. And very close to the real effect. The blender's rendering capabilities are really powerful.
From encountering problems to solving problems, there are still many things to learn. Modeling is the first thing to learn, followed by lighting, materials, and rendering. The lighting and rendering’s settings are simple in blender, but I still need to learn more in terms of materials. To perfect each of your own works, and to add more design sense based on the model, will make your work better.
About the Author Lizhu Xie
Fox Renderfarm Launches GPU Rendering
Rendering and previewing in a flash! The craze for Marvel’s superhero movie Deadpool swept over the world.
As the first full CGI realistic human feature film in Asia, Legend of Ravaging Dynasties dominated the headlines once the trailer came out. These two movies were rendered with GPU rendering engines.
Obviously, GPU computing card and GPU rendering engines are gradually used in film production. It is a good start!
Now, as the leading render farm in the industry, Fox Renderfarm launches GPU rendering. Let’s start free trial with Fox Renderfarm’s GPU rendering.
Let’s get it started!
What’s the differences between GPU and CPU?
A simple way to understand the difference between a CPU and GPU is to compare how they process tasks. A CPU consists of a few cores optimized for sequential serial processing, while a GPU has a massively parallel architecture consisting of thousands of smaller, more efficient cores designed for handling multiple tasks simultaneously.
Adam Savage and Jamie Hyneman made a painting demonstration to show the difference between CPU and GPU:
Mythbusters Demo GPU versus CPU
What’s the advantage of GPU Rendering ?
In the field of graphics rendering, not only films and animations, but also CG art, GPU with its computing ability and architecture specially designed for graphics acceleration provides the users with a more efficient rendering solution, namely the GPU rendering solution. GPU rendering has great advantage of fast speed and low cost. Moreover, GPU rendering becomes more and more available now, lots of works with high quality rendered with GPU has come out. GPU rendering tends to be popular with users at home and abroad.
Thinking of the CPU as the manager of a factory, thoughtfully making tough decisions. GPU, on the other hand, is more like an entire group of workers at the factory. While they can’t do the same type of computing, they can handle many, many more tasks at once without becoming overwhelmed. Many rendering tasks are the kind of repetitive, brute-force functions GPUs are good at. Plus, you can stack several GPUs into one computer. This all means GPU systems can often render much, much faster!
There is also a huge advantage that comes along in CG production. GPU rendering is so fast it can often provide real-time feedback while working. No more going to get a cup of coffee while your preview render chugs away. You can see material and lighting changes happen before your eyes.
GPU Renderer 1.Redshift is the world’s first fully GPU-accelerated, biased renderer and it is also the most popular GPU renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering. From rendering effects, Redshift can reach the highest level of GPU rendering, and render high quality movie-level images.
2.Blender Cycles is Blender’s ray-trace based and unbiased rendering engine that offers stunning ultra-realistic rendering. Cycles can be used as part of Blender and as stand-alone, making it a perfect solution for massive rendering on clusters or at cloud providers.
3.NVIDIA Iray is a highly interactive and intuitive, physically based rendering solution. NVIDIA Iray rendering simulates real world lighting and practical material definitions so that anyone can interactively design and create the most complex of scenes. Iray provides multiple rendering modes addressing a spectrum of use cases requiring realtime and interactive feedback to physically based, photorealistic visualizations.
4.OctaneRender is the world’s first and fastest GPU-accelerated, unbiased, physically correct renderer. It means that Octane uses the graphics card in your computer to render photo-realistic images super fast. With Octane’s parallel compute capabilities, you can create stunning works in a fraction of the time.
5.V-Ray RT (Real-Time) is Chaos Group's interactive rendering engine that can utilize both CPU and GPU hardware acceleration to see updates to rendered images in real time as objects, lights, and materials are edited within the scene.
6.Indigo Renderer is an unbiased, physically based and photorealistic renderer which simulates the physics of light to achieve near-perfect image realism. With an advanced physical camera model, a super-realistic materials system and the ability to simulate complex lighting situations through Metropolis Light Transport, Indigo Renderer is capable of producing the highest levels of realism demanded by architectural and product visualization.
7.LuxRender is a physically based and unbiased rendering engine. Based on state of the art algorithms, LuxRender simulates the flow of light according to physical equations, thus producing realistic images of photographic quality.
GPU Computing Card Parameter Table
Now Fox Renderfarm is applicable to Redshift for Maya and Blender Cycles. There are more than 100 pieces of NVIDIA Tesla M40 cards in Fox Renderfarm cluster, each server has 128G system memory with two M40 computing cards. Welcome to Fox Renderfarm to experience the super fast GPU cloud rendering!
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