"Say cheese!!" by Vaibhav Shah
Gravels were little tricky one! So, I thought to spread it through dynamics. I made little emitter “particle setup” for such things which can help me in further. With collision of each object (pipes, floor and tiles); gravels placed perfect on floor and some on pipes even. To give little natural effect I have used Random Transformation (rotate, scale) script for gravels.
Amazing water level needed right attention. So, I made pond fluid and wake emitter for waves. Once I satisfied with shape of water level I’d converted fluid into polygon for MR shading purpose.
Bubbles were made same with dynamics process, I’d put emitter into leaked pipe connection. With help of mathematical expressions into instancer properties, bubbles were little screwed, pressed, randomly rotate and scaled properly. Dynamics helps most with such situation.
Then it was a time to make Lead star of the scene a common “Tropical Fish”. I had used few references to understand its anatomy and skin structure as I mentioned. I’d also loaded reference image into front camera for better proportion guideline. First Made very basic block out stage of Fish model first, then I took blocked model into zbrush for minor tweaking and proportion check up.
I used hair system with the help of nurbs shape. The process was little manual but, it gave me right soft rays or dorsal spines on perfect place and clump. I had hold shift and make numerous isoparms according to taste, then I’d duplicate curves and converted it to hair and follicles with “convert curves into hair-system” function. Again I had converted hair into polygon geometry for better optimization.
gr8 work….thanks for sharing….