GAYLE ELIZABETH LUSK am full Deaf call home phone VP OK 657 600 4982.
ArtStudio is just too good not to leave a review for. I’ve been using Photoshop on my PC for drawing, photo editing, and professional work for the past six years and when I finally got an iPad with Apple Pencil support I was really hoping Procreate or one of the numerous other drawing/editing apps would be able to replace the feel of PS. Unfortunately, even though Procreate is indeed an amazing drawing program, it still doesn’t really satisfy my need for the familiar feel of photoshop and drawing with photoshop brushes. ArtStudio Pro solved all my problems. It’s got everything you could need and MORE (I especially love their amazing smoothing/line weight algorithm and pressure customization). It’s basically Photoshop, but without having to pay the ridiculous Adobe subscription every month. The price for this app is perfect, in my opinion (and honestly it’s even a bit low, for all it’s able to accomplish) and I really want to give a huge thank you to everyone who worked on/is working on this app and updating it. You’ve saved me so much money and frustration. Hats of to you!
3d artist Rafael Chies discussed the production of some of his beautiful little scene, inspired by Tom & Jerry and Rescue Rangers.
Actually that was one of the projects that come quickly and very clear on my mind. I started directly in Maya, I’ve used Zbrush only to sculpt the cobblestones and some parts of the environment. I did some rough and really simple blocking then went to Photoshop to paint over some insights to help me think about the elements that could be used to make a scrap car. Also this blocking helped me to plan the overall composition of the scene. After this step I went back to Maya and started to detail everything.
Substance Painter is making a revolution inside the industry, it is really powerful, quite straightforward and I simply love it but the quality of materials and details is much more related to the capacity of observing the real world rather than the technical capacity of the software. I always start researching. In this case I researched for items like sardine cans, collections of matchboxes, bottle caps, and so on.. It’s an awesome part of the project because this is very interesting, each item tells its own story through lots of minimal details and this is what we have to transmit to our scene.
I used the PBR MetalRough preset to export the textures and plugged them in various RedshiftMaterial inside Maya. Keep in mind to set the colorspace of the Roughness and Metallic map to RAW. Also change the fresnel type of the material to metalness.
A) Main light: high-intensity cold light. Emits volume.
B) Dome light: medium-intensity warm custom HDRi, works as rim light and also helps to give more realism to the reflections and GI. Doesn’t emit volume.
C) Headlights: object light made from the christmas lamps interior, combined with two sphere lights to emit volume.
D) Two low-intensity warm lights to help the rim light.
E) Incandescence material from the vending machine.
Working with Redshift is like a dream come true, it’s SO fast, you act almost like a photographer. You can get your work to a whole new level because you don’t waste time waiting for never-ending renders, you can try lots of setups, compositions, and shader tweaks in real time. It also helped me when I was planning the scene, as I didn’t had a concept, I was planning the light and mood while blocking the modeling. As it is this quick you can make thinks like DOF, chromatic aberration, fur and volume fog directly into the raw render, this way you don’t have too many work at the composition step. The renderer is really stable and works in a quite similar way to Vray, so it’s really friendly to new users.