Really nice model and pose, the painted BGs are very cool too, they give it a nice organic feel. I've always liked the spongy look they use for the BGs in Ren and Stimpy, particularly during the 'freakout' moments. :)
Keith, could you comment a bit on the texture you've got on this guy? Is the spongey, painterly look something you did in post or is it part of the shader?
@Jeff: It's part of the shader I developed for the characters. That spongy feel comes from piping two different cloud textures (one slightly darker than the other) into the color inputs for a solid fractal and messing with the attributes on each to soften it up. Layering the noise like that is a great way to break up the 'perfect-ish-ness' of CG renders. It's something I explored back when I did the Charlie Brown test in 2007. For that project we wanted to get a sense of magic markers in the coloring. We never quite nailed the look perfectly enough to the point of full emulation, but we got close enough that it definitely left the impression of inspiration. That was a lesson I remembered and carried into this project.
Love the style and approach Keith. Knowing your one guy doing this, you're not trying to do overdo anything and it's turning out great. Keep having fun man!
11 comments:
Looks great Keith.
Really nice model and pose, the painted BGs are very cool too, they give it a nice organic feel. I've always liked the spongy look they use for the BGs in Ren and Stimpy, particularly during the 'freakout' moments. :)
Cheers,
Brian
1974 is now vintage? Wow, do I feel old.
Very much looking forward to this animated work when it's done :)
He looks chill, nice!
Would be great to see a comparison scale with Otto. Schmitty seems like he would be taller no?
@Moose:
Yeah, he's a little taller and thinner.
@dennis:
You and me both!
Glad folks dig him. I'm having fun.
Keith, could you comment a bit on the texture you've got on this guy? Is the spongey, painterly look something you did in post or is it part of the shader?
@Jeff:
It's part of the shader I developed for the characters. That spongy feel comes from piping two different cloud textures (one slightly darker than the other) into the color inputs for a solid fractal and messing with the attributes on each to soften it up. Layering the noise like that is a great way to break up the 'perfect-ish-ness' of CG renders. It's something I explored back when I did the Charlie Brown test in 2007. For that project we wanted to get a sense of magic markers in the coloring. We never quite nailed the look perfectly enough to the point of full emulation, but we got close enough that it definitely left the impression of inspiration. That was a lesson I remembered and carried into this project.
Really nice work Keith..very inspiring indeed.
diggin' the backgrounds and the shading going on. real nice work buddy.
Love the style and approach Keith. Knowing your one guy doing this, you're not trying to do overdo anything and it's turning out great. Keep having fun man!
Jesse
Otto is looking amazing. It was really cool to see his progression to the current version, too. And I love the backgrounds on these two images!
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