MMaking of Turkish Butcher
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Transcript of MMaking of Turkish Butcher
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MMaking of Turkish Butcher by Ahmet Arif Eken,
Turkey Portfolio: ahmet.cgarena.com
Hello everybody. My name is Ahmet Arif Eken. I am afreelance 3d illustrator specialied in advertisement in
Turkey. I couldn!t "ork on personal pro#ects for $ years since
I "as busy "ith commercial "orks.
I did this pro#ect in my one "eek vacation. It "as a %uick
"ork so I didn!t dra" any sketches. I tried to enhance the
composition by modeling and making test renders.
My idea is based on the butchers I had seen in my
childhood. This butcher is "orking in a not so clean
environment but he!s good at "hat he!s doing. This shop is
his father!s legacy and he is bounded "ith family traditions. I
"anted to achieve a live scene "ith angles, lights and
composition. As if "e are "aiting there for our order and
looking at each other...
mailto:[email protected]:[email protected]://ahmet.cgarena.com/http://ahmet.cgarena.com/mailto:[email protected]:[email protected]
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&ecause I started this pro#ect "ithout any sketches I started
"ith '&rush( the fastest platform I can produce sketch )form.
I modeled the head first "ith default sphere.
Then I reconstructed the head "ith Topogun after making his
shirts "ith '*phere. I reconstructed the t+shirt "ith '&rushretopology tool. Actually there are not much differences "ith
both tools basically, Topogun is more professional and
controllable.
http://www.cgarena.com/store/zbrush4http://www.cgarena.com/store/zbrush4
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I constructed the scene simply using cube and sphere before
I started other modeling!s, to see the angle and lights in
general. Then I made sketches on test renders in order to
see "hat I can add to the composition.
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I modeled everything in Maya ecept the man model. I thinkif you kno" "hat you!re doing and got some sketches or reference visuals then polygonal modeling is morecontrollable and fast. -f course '&rush is better "hen itcomes to fast sketching and creating forms.
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I modeled hands in Maya because it!s more logical to createthe form properly from scratch than reconstructing itstopology.
I think using different tools through a pro#ect keeps youfocused and you don!t get bored.
&y the "ay I made details for the character in '&rush, andpainted its diffuse teture.
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Every / belongs to man model in scene has been create by / tool. I used Maya / tool for the ob#ects I modeled i Maya
I used /+0ay *** material for the skin of the man. I did notsee any reason to use displacement map since I importedhead and arms in high polygon level. -nly normal map isapplied to them. 1all, cutting "ood, apron and t+shirt arecoated "ith displacement map. Tetures on character are in2456245 piels. I painted diffuse maps by hand.
I used /+0ay materials and /+0ay rect lights. To simulatedaylight, I used a main light, a fill light and a light for ceiling!sreflections and another for chopper!s reflections.
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I made some test renders for posing and materials.
I used shave and haircut tool and I dre" intensity map in7hotoshop. I rendered in mental ray "ith different render pass.
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&ecause I have to make very high resolution renders for myprofessional "orks, I "anted to render this in high resolutiontoo. &esides I can see the mistakes better in high resolutionrenders.
I rendered this "ork in 8 6 9$9p. Irradiance calculationtakes very much time as resolution gets bigger. That!s "hy Ihave a trick for these kinds of big resolution renders.
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:or instance I save the irradiance calculation result in vrmapformat after I make a test render in ;9 piels. 1hen Imake the final render I use this from file. *o I can make highresolution renders "ithout much loss and computing po"er. Imade pass renders because it!s more controllable incompositing. *o I could make some artistic retouch at thefinal stage.
It "as a fast and fun pro#ect for me. I feel happy after one
year I could make a personal pro#ect. I hope my mini tutorialis helpful for you and fun too.