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	<title>Vishka Studio Blog &#187; Rendering</title>
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	<link>http://www.vishka.com/blog</link>
	<description>CG animation, portfolio, pipeline and production blog</description>
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		<title>Exterior Architectural Pre-Visualization</title>
		<link>http://www.vishka.com/blog/lighting/exterior-architectural-pre-visualization</link>
		<comments>http://www.vishka.com/blog/lighting/exterior-architectural-pre-visualization#comments</comments>
		<pubDate>Wed, 06 Jan 2010 09:35:25 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Architectural]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[arch]]></category>
		<category><![CDATA[exterior]]></category>
		<category><![CDATA[pre-viz]]></category>
		<category><![CDATA[previsualization]]></category>
		<category><![CDATA[Vray]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=649</guid>
		<description><![CDATA[This is another architectural pre-visualization we did recently for one of our clients who needed to test out a few construction materials for their project.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/arch_previz_ex_blog.png"/>
<p>This is another architectural pre-visualization we did recently for one of our clients who needed to test out a few construction materials for their project.</p>
<p><span id="more-649"></span></p>
<div class="wp-caption alignnone" style="width: 460px"><a title="building exterior 01" href="http://www.vishka.com/blog/wp-content/gallery/architectural/ar_ghabtec_comp09122009_01.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="building exterior 01" src="http://www.vishka.com/blog/wp-content/gallery/architectural/ar_ghabtec_comp09122009_01.jpg" alt="ar_ghabtec_comp09122009_01" width="450" height="600" /></a><p class="wp-caption-text">building exterior 01</p></div>
<p>The project was done using 3DS Max 2009, Photoshop and Vray and the compositing was done in Fusion.</p>
<div id="attachment_650" class="wp-caption alignnone" style="width: 490px"><a title="Fusion composition layout" href="http://www.vishka.com/blog/wp-content/uploads/2010/01/ghab_comp.jpg" rel="lightbox[649]"><img class="size-full wp-image-650 " style="border: 3px solid black; margin: 2px;" title="Fusion composition layout" src="http://www.vishka.com/blog/wp-content/uploads/2010/01/ghab_comp.jpg" alt="" width="480" height="119" /></a><p class="wp-caption-text">Fusion composition layout</p></div>
<p style="text-align: left;">You can see some of the layers we used in the table below:</p>
<table border="0">
<tbody>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_trees_vray_zdepth" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_zdepth.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_trees_vray_zdepth" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_zdepth.jpg" alt="ar_ghabtec_trees_vray_zdepth" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_trees_vray_zdepth</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_trees_vray_renderid" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_renderid.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_trees_vray_renderid" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_renderid.jpg" alt="ar_ghabtec_trees_vray_renderid" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_trees_vray_renderid</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_trees_vray_rawshadow  " href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_rawshadow.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_trees_vray_rawshadow  " src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_rawshadow.jpg" alt="ar_ghabtec_trees_vray_rawshadow  " width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_trees_vray_rawshadow  </p></div></td>
</tr>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_trees_vray_rawreflection" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_rawreflection.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_trees_vray_rawreflection" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01_vray_rawreflection.jpg" alt="ar_ghabtec_trees_vray_rawreflection" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_trees_vray_rawreflection </p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_trees_01" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_trees_01" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_trees_301109_01.jpg" alt="ar_ghabtec_trees_01" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_trees_01</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_int" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_25112009_int_01.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_int" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_25112009_int_01.jpg" alt="ar_ghabtec_int" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_int</p></div></td>
</tr>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_rawreflection" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_vray_rawreflection.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_rawreflection" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_vray_rawreflection.jpg" alt="ar_ghabtec_rawreflection" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_rawreflection</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_vray_lighting" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_vray_lighting.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_vray_lighting" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_vray_lighting.jpg" alt="ar_ghabtec_rawreflection" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_vray_lighting</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 149px"><a title="ar_ghabtec_ao" href="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_ao.jpg" rel="lightbox[649]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="ar_ghabtec_ao" src="http://www.vishka.com/blog/wp-content/gallery/misc/ar_ghabtec_fin_251109_01_ao.jpg" alt="ar_ghabtec_ao" width="139" height="186" /></a><p class="wp-caption-text">ar_ghabtec_ao</p></div></td>
</tr>
</tbody>
</table>
<p><span id="hwContLayer" style="background: none repeat scroll 0% 0% gray; overflow: auto ! important; position: absolute; left: 0px; top: 125px; width: 5px; height: 100%; z-index: 10000000; opacity: 0; font-weight: bold ! important; font-size: medium ! important; font-style: normal ! important;"> </span></p>
<p>Any comments and feedback would be appreciated, thank you for visiting.
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		</item>
		<item>
		<title>Interior Architectural Pre-Visualization</title>
		<link>http://www.vishka.com/blog/lighting/interior-architectural-pre-visualization</link>
		<comments>http://www.vishka.com/blog/lighting/interior-architectural-pre-visualization#comments</comments>
		<pubDate>Sun, 03 Jan 2010 09:33:26 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Architectural]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[architectural pre-visualization]]></category>
		<category><![CDATA[architectural pre-viz]]></category>
		<category><![CDATA[architectural render]]></category>
		<category><![CDATA[Vray]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=647</guid>
		<description><![CDATA[This living room was created for one of our clients and an animated TV ad we did for them but we decided to work more extensively on the room and create an architectural pre-viz for our own portfolio also. Most of the models used are from the Evermotion archmodels collections except for a few like [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/arch_previz_int_blog.png"/>
<p>This living room was created for one of our clients and an animated TV ad we did for them but we decided to work more extensively on the room and create an architectural pre-viz for our own portfolio also.</p>
<p><span id="more-647"></span></p>
<div class="wp-caption alignnone" style="width: 464px"><a title="living room 01" href="http://www.vishka.com/blog/wp-content/gallery/architectural/lvroom_comp_source_20042009_resize.jpg" rel="lightbox[647]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="living room 01" src="http://www.vishka.com/blog/wp-content/gallery/architectural/lvroom_comp_source_20042009_resize.jpg" alt="lvroom_comp_source_20042009_resize" width="454" height="340" /></a><p class="wp-caption-text">living room 01</p></div>
<p><span id="hwContLayer" style="background: none repeat scroll 0% 0% gray; overflow: auto ! important; position: absolute; left: 0px; top: 0px; width: 5px; height: 100%; z-index: 10000000; opacity: 0; font-weight: bold ! important; font-size: medium ! important; font-style: normal ! important;"> </span></p>
<p>Most of the models used are from the Evermotion archmodels collections except for a few like the rug and some other bits and pieces. The project was done in 3DS Max 2009, rendered in Vray and the compositing was done in Fusion.</p>
<p><div class="wp-caption alignnone" style="width: 490px"><a title="living room 02" href="http://www.vishka.com/blog/wp-content/gallery/architectural/room_render02.jpg" rel="lightbox[647]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="living room 02" src="http://www.vishka.com/blog/wp-content/gallery/architectural/room_render02.jpg" alt="room_render02" width="480" height="270" /></a><p class="wp-caption-text">living room 02</p></div>
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		<item>
		<title>Ali Chenari CG Portfolio</title>
		<link>http://www.vishka.com/blog/modeling/ali-chenari-cg-portfolio</link>
		<comments>http://www.vishka.com/blog/modeling/ali-chenari-cg-portfolio#comments</comments>
		<pubDate>Sun, 22 Nov 2009 05:43:15 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Ali Chenari]]></category>
		<category><![CDATA[Artemis]]></category>
		<category><![CDATA[CG giraffe]]></category>
		<category><![CDATA[CGNetworks]]></category>
		<category><![CDATA[CGPortfolio]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=618</guid>
		<description><![CDATA[I decided to post an article about Persian CG artists and their works and I decided to start with one of our friends and colleagues, Ali Chenari, and give you a glimpse of some of his work on CGPortfolio where you can see some of his characters which are very unique. Ali Chenari is a [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/chenari_giraffe_blog.png"/>
<p>I decided to post an article about Persian CG artists and their works and I decided to start with one of our friends and colleagues, Ali Chenari, and give you a glimpse of some of his work on <a href="http://alichenari.cgsociety.org/gallery/">CGPortfolio</a> where you can see some of his characters which are very unique.<span id="more-618"></span></p>
<div class="wp-caption aligncenter" style="width: 322px"><a title="Artemis Giraffe" href="http://www.vishka.com/blog/wp-content/gallery/misc/ali_chenari_giraffe.jpg" rel="lightbox[618]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin-top: 2px; margin-bottom: 2px;" title="Artemis Giraffe" src="http://www.vishka.com/blog/wp-content/gallery/misc/ali_chenari_giraffe.jpg" alt="ali_chenari_giraffe" width="312" height="402" /></a><p class="wp-caption-text">Artemis Giraffe</p></div>
<p>Ali Chenari is a director and creative artist who also directed our short movie “Baran” and is currently working on improving and increasing his portfolio.</p>
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		<series:name><![CDATA[Persian CG Artists]]></series:name>
	</item>
		<item>
		<title>Superhero Tutorial</title>
		<link>http://www.vishka.com/blog/lighting/superhero-tutorial</link>
		<comments>http://www.vishka.com/blog/lighting/superhero-tutorial#comments</comments>
		<pubDate>Thu, 19 Nov 2009 10:39:13 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Captain America]]></category>
		<category><![CDATA[CGNetworks]]></category>
		<category><![CDATA[CGSociety]]></category>
		<category><![CDATA[Jeff Miller]]></category>
		<category><![CDATA[superhero]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=613</guid>
		<description><![CDATA[Head over to CGNetworks to see a great modeling and shading tutorial by Jeff Miller. Although the tutorial doesn't get into all details it is still extremely educational and fun and shows us just how a professional like him works and produces his works of art; and art it is! Just observe the level of attention to detail and the artistic vision that has gone into this piece and you'll understand why the tutorial is so simple and easy to follow.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/superhero_blog.png"/>
<p>Head over to <a href="http://features.cgsociety.org/">CGSociety</a> to see a great modeling and shading <a href="http://features.cgsociety.org/story_custom.php?story_id=5346&amp;page=1">tutorial</a> by <a href="http://www.thenewred.com/">Jeff Miller</a>. Although the tutorial doesn’t get into all details it is still extremely educational and fun and shows us just how a professional like him works and produces his works of art; and art it is! Just observe the level of attention to detail and the artistic vision that has gone into this piece and you’ll understand why the tutorial is so simple and easy to follow.<span id="more-613"></span></p>
<p>It’s like watching a champion skater gliding on the ice and the feeling we get that we can do exactly the same thing. Well kids, don’t try this at home!!</p>
<p>Just kidding, but you’ll need a lot of experience and creative juices to make such a character and all of that in <span style="color: #993300;">1 WEEK!!! <span style="color: #000000;">Just goes to show all of us how fast we should be able to work.</span><br />
</span></p>
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		<title>Kaam game character finalized</title>
		<link>http://www.vishka.com/blog/lighting/kaam-game-character-finalized</link>
		<comments>http://www.vishka.com/blog/lighting/kaam-game-character-finalized#comments</comments>
		<pubDate>Tue, 13 Oct 2009 15:04:34 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Kaam]]></category>
		<category><![CDATA[Persia]]></category>
		<category><![CDATA[Persian]]></category>
		<category><![CDATA[persian mythological character]]></category>
		<category><![CDATA[persian warrior]]></category>
		<category><![CDATA[Zbrush]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=554</guid>
		<description><![CDATA[Following our last post concerning the modeling of our character called Armin, this is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/kaam_blog.png"/>
<p style="text-align: left;">Following our last post concerning the modeling of our character called <a title="Armin game character finalized" href="http://www.vishka.com/blog/lighting/armin-game-character-finalized">Armin</a>, this is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.</p>
<p style="text-align: left;">This character was modeled, shaded and rendered by Bahram Najand using 3DMax 2009 and ZBrush 3.1 based on concepts by <a title="Game character concept designs" href="http://www.vishka.com/blog/nggallery/page-251/album-6/gallery-40">Faraz Shanyar</a>.<span id="more-554"></span></p>
<div class="mceTemp mceIEcenter" style="text-align: center;">
<dl class="wp-caption aligncenter" style="width: 152px;">
<dt class="wp-caption-dt"><a title="Kaam warrior character concept" href="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/kam02.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center    " style="border: 3px solid black; margin-top: 2px; margin-bottom: 2px;" title="Kaam warrior character concept" src="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/kam02.jpg" alt="Kaam concept" width="142" height="336" /></a></dt>
<dd class="wp-caption-dd">Kaam warrior character concept</dd>
</dl>
</div>
<table style="text-align: center;" border="1" cellpadding="5" align="center">
<tbody>
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<td>
<p><div class="wp-caption alignnone" style="width: 442px"><a title="Kaam the Persian Warrior Closeup" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_closeup_small.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Kaam the Persian Warrior Closeup" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_closeup_small.jpg" alt="kaam_closeup_small" width="432" height="243" /></a><p class="wp-caption-text">Kaam the Persian Warrior Closeup</p></div></td>
</tr>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 442px"><a title="Kaam the Persian Warrior" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_small.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Kaam the Persian Warrior" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_small.jpg" alt="kaam_small" width="432" height="243" /></a><p class="wp-caption-text">Kaam the Persian Warrior</p></div></td>
</tr>
</tbody>
</table>
<p style="text-align: left;">We decided to bring low-rez geometry from ZBrush into Max and use displacement maps since the mesh was rather heavy and some of the finer details of the clothing and armour would make the task of importing hi-rez geometry almost impossible.</p>
<p style="text-align: left;">We bumped into a lot of problems with exporting ZBrush displacements and fine-tuning them for render and we later had to use a hybrid approach where we used some meshes as hi-rez and others were rendered using displacement maps.</p>
<div class="mceTemp mceIEcenter" style="text-align: center;">
<dl class="wp-caption aligncenter" style="width: 298px;">
<dt class="wp-caption-dt"><a title="Kaam warrior ZBrush model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ch_kaam_220909_04.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin: 2px;" title="Kaam warrior ZBrush model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ch_kaam_220909_04.jpg" alt="kaam_model2" width="288" height="216" /></a></dt>
<dd class="wp-caption-dd">Kaam warrior ZBrush model</dd>
</dl>
</div>
<p style="text-align: center;">
<p style="text-align: left;">A few tests we did with <a title="Zbrush 3.5 Release 2 is out!" href="http://www.vishka.com/blog/general/zbrush-3-5-release-2-is-out">ZBrush 3.5</a> proved that it was much more adept at exporting and making use of displacement maps but we decided against switching application in the middle of production in order to avoid any more problematic issues.</p>
<p style="text-align: left;">Call it a hunch or call it experience, but I would seriously advise against switching to a newer version of any application in the middle of production work since it has always caused me serious headaches.</p>
<p style="text-align: left;">Due to the heavy displacements in this model the rendering took much longer and each frame took 23 minutes on Quad core CPU with 4 Gigs of RAM. We rendered beauty, reflection, specular, ambient occlusion, depth and ObjectID (used to separate layers in composite) passes and composited them using Fusion 5.3.</p>
<p style="text-align: left;">The next step in the process is to model the two remaining models, Chinoka and Ghob, which you can see in the 3d models galleries and bring the four characters together in a final render.</p>
<p style="text-align: left;">We are also thinking of creating an environment in Vue 7 and placing the characters in it to test this workflow also.</p>
<p style="text-align: left;">Any comments and feedback would be highly appreciated.</p>
<p style="text-align: left;">
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		<item>
		<title>Armin game character finalized</title>
		<link>http://www.vishka.com/blog/lighting/armin-game-character-finalized</link>
		<comments>http://www.vishka.com/blog/lighting/armin-game-character-finalized#comments</comments>
		<pubDate>Sun, 04 Oct 2009 05:30:41 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Armin]]></category>
		<category><![CDATA[cg character]]></category>
		<category><![CDATA[Composite]]></category>
		<category><![CDATA[game character]]></category>
		<category><![CDATA[persian mythological character]]></category>
		<category><![CDATA[persian warrior]]></category>
		<category><![CDATA[render pass]]></category>
		<category><![CDATA[Reza Ghobady]]></category>
		<category><![CDATA[Reza Ramezani]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[sub-surface shading]]></category>
		<category><![CDATA[Vray]]></category>
		<category><![CDATA[vray sss]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=515</guid>
		<description><![CDATA[This is a model we created for our portfolio. These were intended to be game characters but we finally decided to create full-fledged meshes for them. Armin is one of a group of four Persian warriors and friends with special skills and weapons and we hope that we can show you some animations in the near future.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><p>As promised in the latest <a title="Armin game character 3d model" href="http://www.vishka.com/blog/concepts/armin-game-character-3d-model">post </a>of this series , here is the final model of our game character called Armin, a mythical Persian warrior who clobbers his enemies with his two gigantic maces.</p>
<p>This character was modeled and shaded by Reza Ramezani using 3DMax 2009 and ZBrush 3.1based on concepts by <a title="Game character concept designs" href="http://www.vishka.com/blog/nggallery/page-251/album-6/gallery-40">Faraz Shanyar</a>.</p>
<div class="wp-caption aligncenter" style="width: 298px"><a title="Armin warrior character concept" href="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/armin_persp.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin-top: 2px; margin-bottom: 2px;" title="Armin warrior character concept" src="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/armin_persp.jpg" alt="armin_persp" width="288" height="288" /></a><p class="wp-caption-text">Armin warrior character concept</p></div>
<table border="1" align="center">
<tbody>
<tr>
<td>
<div class="wp-caption alignnone" style="width: 240px"><a title="Armin final closeup" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_closeup_final_comp0000.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center    " style="border: 3px solid black; margin: 5px;" title="Armin final closeup" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_closeup_final_comp0000.jpg" alt="armin_closeup_final_comp0000" width="230" height="130" /></a><p class="wp-caption-text">Armin final closeup</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 240px"><a title="Armin final model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_final_comp0000.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center  " style="border: 3px solid black; margin: 5px;" title="Armin final model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_final_comp0000.jpg" alt="armin_final_comp0000" width="230" height="130" /></a><p class="wp-caption-text">Armin final model</p></div></td>
</tr>
</tbody>
</table>
<p>The model was textured in Photoshop and rendered using Vray and the whole process took approximately eight working days (we weren’t working on it full time). Most of the process was pretty straightforward except a few problems we had with Vray’s sub-surface scattering material. We were trying to obtain a rather realistic but at the same time stylized look for the skin of the character but we kept bumping into limitations on this shader.</p>
<p><div class="wp-caption aligncenter" style="width: 298px"><a title="Armin warrior ZBrush model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_model2.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin: 2px;" title="Armin warrior ZBrush model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_model2.jpg" alt="armin_model2" width="288" height="216" /></a><p class="wp-caption-text">Armin warrior ZBrush model</p></div>
<p style="text-align: center;">
<p>We had never done sub-surface shading in Vray before and we didn’t have any detailed documentation on the workings of the sss shader so we tried all the parameters and finally decided to use a blend material with the sss shader in one slot and a vray material with the paint map in the other. It worked pretty well and we reached 80% of the result we were trying to achieve and decided to add the rest in post. To do this we rendered another layer of skin using Mental Ray’s Fast Skin shader which gave a very good result and we added this to our character in our Fusion comp.</p>
<p>Here you can see some of the texture maps we used for this model:</p>
<div class="wp-caption alignnone" style="width: 394px"><a title="Some of Armin's textures" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_textures.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Some of Armin's textures" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_textures.jpg" alt="armin_textures" width="384" height="288" /></span></a><p class="wp-caption-text">Some of Armin’s textures</p></div>
<p>And the lighting of the scene which consisted of two spot lights, one acting as a key light and the other acting as a rim light. The rest was environment lighting and environment maps.</p>
<div class="wp-caption alignnone" style="width: 386px"><a title="Armin scene lighting setup" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_lighting.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin scene lighting setup" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_lighting.jpg" alt="armin_lighting" width="376" height="216" /></span></a><p class="wp-caption-text">Armin scene lighting setup</p></div>
<p>Here you have a screenshot of our render settings but we didn’t really fine-tune these since the render was pretty fast and we were getting a decent result:</p>
<div class="wp-caption alignnone" style="width: 448px"><a title="Armin's Vray render settings" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_rendersettings.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin's Vray render settings" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_rendersettings.jpg" alt="armin_rendersettings" width="438" height="252" /></span></a><p class="wp-caption-text">Armin’s Vray render settings</p></div>
<p><span style="color: #993300;"><span style="color: #000000;">These are some of the render passes we used to composite this image. We hope we’ll have the time to rig and animate this character pretty soon and we will give you an update on that as soon as it’s available.</span></span></p>
<div class="wp-caption alignnone" style="width: 394px"><a title="Armin render passes" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_passes.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin render passes" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_passes.jpg" alt="armin_passes" width="384" height="307" /></a><p class="wp-caption-text">Armin render passes</p></div>
<p><span style="color: #993300;"><br />
</span></p>
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		<series:name><![CDATA[Game Character Models]]></series:name>
	</item>
		<item>
		<title>Aladdin flying on the ghoul’s back</title>
		<link>http://www.vishka.com/blog/concepts/aladdin-flying-on-the-ghouls-back</link>
		<comments>http://www.vishka.com/blog/concepts/aladdin-flying-on-the-ghouls-back#comments</comments>
		<pubDate>Fri, 18 Sep 2009 05:30:06 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Concepts]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3D shading]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[E-On Software]]></category>
		<category><![CDATA[environment lighting]]></category>
		<category><![CDATA[Faraz Shanyar]]></category>
		<category><![CDATA[Iran animation]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[theme park]]></category>
		<category><![CDATA[Theme Park Dark Ride Design]]></category>
		<category><![CDATA[Vue 7]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=356</guid>
		<description><![CDATA[This is one of our concepts created by Faraz Shanyar for our Dark Ride project. We are currently creating it in 3D and in a rather large format as a still image and we shall give you updates as soon as we get them. The Aladdin and the Ghoul 3d models are ready and just [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="mceTemp">This is one of our concepts created by Faraz Shanyar for our Dark Ride project.</div>
<div class="mceTemp">We are currently creating it in 3D and in a rather large format as a still image and we shall give you updates as soon as we get them.</div>
<div class="wp-caption alignnone" style="width: 490px"><a title="Aladdin and the Princess riding on the Ghoul's back" href="http://www.vishka.com/blog/wp-content/gallery/aladdindarkrideenvconcepts/08_aladdin_scene.jpg" rel="lightbox[356]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="Aladdin and the Magic Lantern" src="http://www.vishka.com/blog/wp-content/gallery/aladdindarkrideenvconcepts/08_aladdin_scene.jpg" alt="08_aladdin_scene" width="480" height="320" /></a><p class="wp-caption-text">Aladdin and the Princess riding on the Ghoul’s back</p></div>
<p>The Aladdin and the Ghoul 3d models are ready and just need to be posed for this image. Since it would take too long to rig and envelope these characters we have decided to use ZBrush to set their poses and then import them into Vue 7 XStream. We’ll give you more updates on our process and the results in the future. Thanks for staying with us.</p>
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		<series:name><![CDATA[Theme Park Dark Ride Design]]></series:name>
	</item>
		<item>
		<title>Samand automobile render</title>
		<link>http://www.vishka.com/blog/lighting/samand_render</link>
		<comments>http://www.vishka.com/blog/lighting/samand_render#comments</comments>
		<pubDate>Tue, 15 Sep 2009 05:30:19 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3d auto]]></category>
		<category><![CDATA[3d car]]></category>
		<category><![CDATA[cg auto]]></category>
		<category><![CDATA[cg car]]></category>
		<category><![CDATA[samand]]></category>
		<category><![CDATA[samand cg]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=354</guid>
		<description><![CDATA[This is a 3d render of a Samand automobile we did a while back. The model was created by another company and we took care of the environment, the shading, lighting and the final composite.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="mceTemp">This is a 3d render of a Samand automobile we did a while back.</div>
<div class="mceTemp">The model was created by another company and we took care of the environment, the shading, lighting and the final composite.</div>
<p><span id="more-354"></span></p>
<div class="wp-caption alignnone" style="width: 434px"><a title="Test render of Samand automobile" href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0001.jpg" rel="lightbox[354]"><img class="ngg-singlepic ngg-none  " style="border: 3px solid black;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0001.jpg" alt="Samand automobile render" width="424" height="300" /></a><p class="wp-caption-text">Test Render of Samand Automobile</p></div>
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<div class="wp-caption alignnone" style="width: 471px"><a title="Some other renders of Samand Automobile" href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0002.jpg" rel="lightbox[354]"><img class="ngg-singlepic ngg-none     " style="border: 3px solid black; margin: 2px;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0002.jpg" alt="Samand automobile render" width="461" height="184" /></a><p class="wp-caption-text">Some other renders of Samand Automobile</p></div>
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<div class="wp-caption alignnone" style="width: 434px"><a href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp_render0001.JPG" title="Samand Automobile 3D" rel="lightbox[354]"><img class="ngg-singlepic ngg-none " style="border: 3px solid black;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp_render0001.JPG" alt="Samand automobile render" width="424" height="300" /></a><p class="wp-caption-text">Final Render of Samand Automobile</p></div>
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		<item>
		<title>Hairy Wolf</title>
		<link>http://www.vishka.com/blog/lighting/hairy-wolf</link>
		<comments>http://www.vishka.com/blog/lighting/hairy-wolf#comments</comments>
		<pubDate>Sun, 19 Oct 2008 10:11:32 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[cartoon wolf]]></category>
		<category><![CDATA[hair]]></category>
		<category><![CDATA[hairy wolf]]></category>
		<category><![CDATA[Reza Ramezani]]></category>
		<category><![CDATA[stylized wolf]]></category>
		<category><![CDATA[XSI fur]]></category>
		<category><![CDATA[XSI hair]]></category>
		<category><![CDATA[Zbrush]]></category>

		<guid isPermaLink="false">http://www.vishka.com/?p=182</guid>
		<description><![CDATA[This is the first model that was worked on in our hairy animals production tests. The character was modeled in XSI and ZBrush by Reza Ramezani. The hair was also worked by Reza Ramezani using XSI hair. Texturing was done using ZBrush and Photoshop. You can see some more snapshots and renders in the galleries [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="wp-caption alignnone" style="width: 450px"><a title="Hair 3d wolf" href="http://www.vishka.com/blog/wp-content/gallery/animalmodels/wolf2.jpg" rel="lightbox[182]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Hair 3d wolf" src="http://www.vishka.com/blog/wp-content/gallery/animalmodels/wolf2.jpg" alt="wolf2" width="440" height="330" /></a><p class="wp-caption-text">Hair 3d wolf</p></div>
<p>This is the first model that was worked on in our hairy animals production tests. The character was modeled in XSI and ZBrush by Reza Ramezani.</p>
<p>The hair was also worked by Reza Ramezani using XSI hair. Texturing was done using ZBrush and Photoshop.</p>
<p>You can see some more snapshots and renders in the <a href="http://www.vishka.com/blog/nggallery/page-253/album-7/gallery-37">galleries</a> sections. The render is done in XSI 6.5 using Mental Ray and takes a LOT of time.</p>
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<p>I even made a test render on a quad CPU with 4 Gigs of RAM and a 64 bit XSI but it still took very long. I’m not sure but it seemed as if hair in XSI 6.5 doesn’t use any of the 64 bit capabilities of the application. Most of the passes rendered very quickly on this system but the hair pass took almost as long as the tests on other 32 bit systems. This is one point I’m going to investigate further but if anyone has any suggestions they would be very welcome.</p>
<p>We are currently working on the rigging and animation and will post some updates soon.</p>
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		<title>Field of flowers problem</title>
		<link>http://www.vishka.com/blog/rendering/field-of-flowers-problem</link>
		<comments>http://www.vishka.com/blog/rendering/field-of-flowers-problem#comments</comments>
		<pubDate>Thu, 03 Apr 2008 13:11:59 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Adib Souly]]></category>
		<category><![CDATA[CG]]></category>
		<category><![CDATA[cg hair]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[E-On Software]]></category>
		<category><![CDATA[Faraz Shanyar]]></category>
		<category><![CDATA[Reza Ghobady]]></category>
		<category><![CDATA[short film]]></category>
		<category><![CDATA[stochastic sampling]]></category>
		<category><![CDATA[Vue 6]]></category>
		<category><![CDATA[XSI hair]]></category>

		<guid isPermaLink="false">http://www.vishka.biz/?p=68</guid>
		<description><![CDATA[We are currently working on a scene which will contains a large field of flowers and vegetation. Currently our effects expert, Adib Souly is working and testing different scenarios in Softimage XSI. You can see a simple concept we did (this was done in a rush by Faraz Shanyar) that was done to help us [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><p>We are currently working on a scene which will contains a large field of flowers and vegetation. Currently our effects expert, <a class="snap_shots" title="Adib Souly" href="http://www.adib3d.com" target="_blank">Adib Souly </a> is working and testing different scenarios in Softimage XSI. You can see a simple concept we did (this was done in a rush by Faraz Shanyar) that was done to help us envision the density and distribution of the vegetation we would need.</p>
<p><a href="http://www.vishka.biz/wp-content/gallery/environmentconcepts/flower_field01.jpg" title="Flower Field" rel="lightbox[56]"><img style="border: 1px solid black; vertical-align: middle;" title="Flower Field" src="http://www.vishka.biz/wp-content/gallery/environmentconcepts/flower_field01.jpg" alt="Concept of field of flowers for final sequences" width="430" height="280" /></a></p>
<p>But the problem was much thornier than we expected …</p>
<p><span id="more-56"></span></p>
<p>We knew from the beginning that there was no way in hell we could create and render such a huge scene which contains camera animation, animated shrubbery and vegetation and millions of polygons without some optimization. We also had a model of a flower we had tested and needed to implement in our scene in numbers as you see in the concept. One other important factor, which was very important to our timing, was that the solution had to be scalable and portable since we had a total of at least 25 scenes which would need to implement the solution and the mere idea of doing it all by hand was painful.</p>
<p><img class="alignright" style="border: 1px solid black; vertical-align: middle; float: right;" title="flower concept" src="http://www.vishka.biz/wp-content/gallery/environmentconcepts/flower-main.jpg" alt="Concept on which flower model was based" width="130" height="184" /></p>
<p><img style="border: 1px solid black;" title="flower model" src="http://www.vishka.biz/wp-content/gallery/environment-renders/flower_top1_test0000.jpg" alt="Main flower model and texture test" width="300" height="184" /></p>
<p>Our first solution was to use Softimage XSI hair in different layers that would constitute our levels of detail. These LOD’s would be created by using a mathematical expression that would link the density of our hair to their distance from the camera. Unfortunately this did not give a very good result in our tests as the number of hairs would not decrease or increase smoothly. Instead it created a sort of procedural animation that we feared would be noticeable in our renders.</p>
<p>The next solution was to use hair again but instead of animating the hair density we decided to create a multitude of hair patches which would have decreasing numbers of hair strands and their position with respect to the camera would be controlled by weight maps which needed to be done manually for each scene. This could obviously create some problems with some of the scenes where the camera animation was more intense but we figured that we could eventually used animated weight maps if the need ever arose.</p>
<p>We decided to use lightweight objects as instances on the hair patches for the layers that would be near the camera and simple hair strands on layers that are further out.</p>
<p>We still had problems with rendering our scenes, we would run out of memory or crash XSI or Mental Ray all the time so we knew we had to look for a simpler solution.</p>
<p>We even did a test on E-On Software Vue 6 but the frame took too long to render and we didn’t have enough experience on Vue to be able to optimize it in time.</p>
<p>The next step in our optimization was to opt for textured sprites of rendered vegetation that would always face the camera still using the hair system. The advantage of such a method would be that we would use much less polygons and even lesser hair strands. In fact, we are still testing this stage and haven’t reached a final solution but the inconveniences of such a solution would be the possible low quality of sprites near the camera or their 2D nature in extreme camera movements. There is a white paper done by <a title="Pixar" href="http://www.pixar.com" target="_blank">Pixar</a> on scene simplification and optimization called <a title="Stochastic Simplification of Aggregate Detail" href="http://graphics.pixar.com/" target="_blank">Stochastic Simplification of Aggregate Detail</a> which goes into great detail regarding this very problem, but the truth is that this solution was too technical for us to implement and we’re not even sure that it could be easily implemented in XSI due to it’s procedural nature.</p>
<p>For the moment we haven’t reached a verdict yet, but I’ll post our results as soon as we have any.
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