1. #1
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    Default Julien3d Zbook

    Hey everybody, i'm starting my new sketchbook here with my new account.

    Starting with some of my recent jobs.






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    Amazing pieces! Great work!

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    Terrific sculpts and renders
    Dustin
    .:|Sketch Book |:.
    .:|CGHub (2D and 3D)|:.



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    nice

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    Wow, nice models amigo!! can you tell us how did you render them?

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    Thank you guys for the comments.
    vladcostin: For the Render i used Vray and 3dsmax. Using linear workflow technique, i used a 3 or 4 Vray lights for each render. A classic Key light, A fill Light, one or two Rim or Kicker lights. And a small light for the reflect in the eyes.
    I used also an HDRI map that i put in the environnement and skylight of Vray for the Atmosphere.
    Activate GI, First Bounce Brute Force, Secondary Bounce Lightcache.
    The Fur for fester and the mask i used hair'n fur in 3dsmax, making a pass and composed it in photoshop.
    here are the maps i used for the compositing:
    Ambient Occlusion, DOF, Fur, ID, and a beauty render. All in EXR 32bit because of Linear Workflow.

    Hope it helps!

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    Thanks man for sharing your render techniques!! cheers

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    Hey Guys, here is an update with my last commission, i had to reproduce an original sculpture made by the hyperrealist chineses artists Sun Yuan & Peng Yu.
    Sculpt retopo and unwrap with zbrush, painted with mudbox, hair with hair n fur and 3dsmax, render with vray..
    Hope you like it.

    Last edited by julien3d; 12-14-11 at 04:22 PM.

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    I really like it man , I wonder if you can show it from different views ?

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    très très bon taffs
    Breizh da Viken

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    Awesome stuff.

    I can break down how you made the cloth look so good in your two rendered images?

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    Supers boulots ! Sculpting très propre et super rendus ! L'oncle fétide est énorme !

    http://gauthierbeyler.com/

    3D Modeling Artist - Available for work.

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    Thank you everybody, Merci a tous, KrisKelly3d sorry for not answering before, for the cloths it was quite simple, zbrush sculpt then adding bump and displacement maps, a diffuse map as the same as the bump map with a fallof. And some hair n fur rendered as a pass and composed with photoshop.
    Hope it helps!

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