Sea Creature - Making of



              C O M P U T E R - G R A P H I C S  ,    A N I M A T I O N S    A N D     V I S U A L - F X
              by    C.  Schindelar 

Sea Creature - Making Of

This project shows a sea-creature in prehistorical design. For the creature-modeling i used 3D-Coat because of the great voxel-engine that allows you to add and subtract volume wherever in space.
Picture one shows the ruff volume-sculpting that was done in very low voxel-resolution which allows a smooth and fast editing.
In picutre two you can see those parts that have been worked out in seperate layers so that they are not melt together with the main body. This is importent for voxel-sculpting.
Low-Details   Mid-Details   High-Details

The next step that you see in picture three was to sculpt the details like the skin and all the finer struktures of the creatures surface.
Now I started the paintings directly onto the voxel-obejct. This gives me the possibity to transport the color-map from the the voxel-model onto every different retopo/low-poly object I create afterwards.
Than I processed a low-poly-version of the model using the AUTOPO-function of 3D-Coat and defined a usefull UV-map with intelligent placed UV-groups.
Retopo   Painting

Onto this retopolized object I now transported the clolor-map from the voxel model and let the program calculate a normal-map and a ambient-occlusion map, each by using the uv-setting I created before.
After that all the data has been imported to Cinema4D to create a nice underwater scene. I used octane for rendering. For the light-absorbtion of the water I placed a sphare with inverted normals at the camera and applied a SSS-shader on it. This is the classical trick to produce fog and so on with octane-renderer. After little color-correction and a lens-dirt-effect of optical flares, here you can see the final resaut.

seacreature 4-post3