http://www.facebook.com/paurovirapibernat

Saturday, October 19, 2013

Tuesday, October 15, 2013

human torch final version


Human Torch ( Fantastic 4) lowpoly





high done with zbrus, topology with topogun bake xnormal and rendered with marmoset

6500 tris without the fire (used tessellation to simulate fire)

Monday, July 1, 2013

Basic render scene for softimage 2012 and up v 0.1 (mental ray)


content:

1 base for ur models :D

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Scene works with mental ray

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3 passes with diferent render settings:

iter2-->fast but poor quality
iter1---> medium quality and render time
final---> for final shots, slow but great quality

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2 areal light with portal light

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6 custom SSS shaders prepared to work on linear workflow (if u dont want to wirk with linear workflow , delete all color corrections),

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Scene ready to work with linear workflow

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Feel free to make all changes u want


Download scene + materials:

to download only sss materials

!instructions about scene inside the scene scene!
after rendering, use photoshop to make exposure, brughtnes, contrast, sharpen... corrections

 sss material examples



Sunday, June 30, 2013

Goblin (WIP)

3d model made in zbrush and rendered with 
 Softimage + MR

Monday, June 10, 2013

Tuesday, June 4, 2013

Zbrush Hand

v 2.6 (i promise, no more updates)
 

v2.5 (flat shader)


v2


v1


Saturday, June 1, 2013

Tuesday, May 28, 2013

Friday, May 17, 2013

Monday, April 29, 2013

Pigger lowpoly rendered with marmoset



Lowpoly model (10k without pants and boots) it 'll be about 11.500 when finished.

I need to change few things i don't like, specially tface texture resolution for closer shots

Monday, April 22, 2013

Crab's swamp battle // Batalla en el pantano de los cangrejos



este es un diorama realizado primcipalmente utilizando zbrush y renderizado con marmoset. el personaje principal (Vivi , de la serie Final Fantasy IX) es un "lowpoly" poco optimizado, ya que consta de unos 20k polys todo él, pero muchos detalles como las cintas o arandelas tanto del sombrero como del abrigo y algunas partes del cinturón, podrian estar sacados con un normal map pero son geometria pura y encima bastante cargada ya que lo rebajecon qremesherde zbrush y la verdad esque quizas hay tantos poligonos como en el resto del cuerpo xDD