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Robo Azul- Making off Parte 01 PreProduccion (SPANISH)

Making Of / 27 January 2025

Hace un par de semanas subi un corto en el que e estado trabajando durante un año. Ahora estoy trabajando en una serie de videos que me gustaria publicar en serie, un poco mostrando el making off the toda esta locura que fue lleva el proyecto. 

En este primer video os hago una introduccion al proyecto. Un poco los origenes de el. Como surge y se da forma a la idea y como iba planteando los diferentes planos antes de llevarlos a produccion. Tambien un poco como e ido recopìlando los modelos y organizando el trabajo!

Aqui os dejo el enlace a la primera parte! 👇👇👇👇👇 

Un poco para ir abriendo boca. Si lo veis y os gusta no dudeis en compartirlo y tambien darme algo de feedback que seimpre se agradece!!!



Boss Fight Challenge

Making Of / 13 August 2023

https://www.youtube.com/watch?v=M-LHrbNOq

My entry for this new challenge. Done in a full weekend on Blender!!!

Ready Player One Environment Blender

Making Of / 27 May 2023

I saw @KevBinge video doing this with geometyr nodes in blender and i NEED IT to try it out. I tryed to pushed a bit far just by watching some small parts and trying to figure out everything else by my self in geo nodes. Such a powerfull tool i just love it! #blender #blender3d #geometrynodes #procedrual #environment #3D

Speed painting process

Making Of / 08 April 2023

Art piece inspired by Death Burger art


Anime style shot. Making Off with Blender, Krita and After Effects

Making Of / 25 March 2023

Just playing around again with blender and some animation. I wanted to created a simple scene like the ones im seeing a lot from anime in the 90s. This is my aproach to making something similar, thanks to Blender, it took maybe a day or so. Enjoy! 


Alien board game 3D PRINTS

Making Of / 23 June 2022

I'm uploading this little project as a side blog as I'm not sure exactly where could I categorize it in my 3D generalist profile. A few months back a person from this community in artstation contacted me after seeing a 3D sculpt I had of a hammerpede inspired by the movie Prometheus. I already had this model as an Obj so I just sent it to him and a few days later he showed me some 3d composition to print. It gave me also a heads up for myself to try it out at home with a 3d printer and this was the start.

He wanted the sculpt for 3D printing for a board game and after that he kept in tough for certain sculpts that he needed to be made from scratch. I never did anything related to 3D printing at all and the project sounded very very interesting indeed, so I decided to give it a go and worked on some commisions when I had a bit of free time. This where some of the deliveries that I made for his project.

Alien Door

The comission for the door was to replicate the same pattern as the door that can bee seen in the movie. This aproach was quite interesting becuase it has an hybrid between zbrush sculpting and using substance alchemist to extract a displacement texture from a photo to create the pattern as near as the original as possible. The result bas quite succesfull in my opinion.


Abominations

The abominations where sculpted from scratch in zbrush. This project was very cool as we needed to create different poses to make different figures from the same character which gave a really cool look of variety. I also learned with this some challenges to have to endure when sculpting for 3D printing like not tu make things very thin or they would snap.


Trilobite

The trilobite was the secont object after the print of the hammerpede. It was a lot of fun to work with all the different tentacles and the worst challenge was to thing after of a dynamic pose that would make the creature look threatening!





The Spanish Princess Making off ( ARTWAR 5 Contest)

Making Of / 30 June 2021

This is a post created for the website https://cubebrush.co/

link to the blog post:

https://cubebrush.co/blog/the-spanish-princess


The contest was Artwar 5. Please if you read it I would really apreciate it if I can get any feedback or advice related to the development of this project.


Thanks a lot and stay safe

HEY HORDAK! (Devlog 06: Done. Process and thouths)

Making Of / 19 February 2021

TOTAL TIME ( 12 DAYS)

Ok this is the kind of stuff I like to do after I finish a project. I try to think about the hole process and see what went wrong, what went right, what did I learn etc. The thing is I wanted to challenge my sculpting skills as I  never have the chance to do it that often. I always wanted to try some hair rendering , I would talk about that a bit more in detail later, but those were my principal objectives in this development. In the end doing fanarts like this are the greatest way to learn. You are doing something that you like for fun, but also for a challenge.


For this piece I had big troubles with my render times, something I need to look into in the future. My aproach for the hair was all geometry in the end and I think that was specially the error I made. Next time I want to try this external plugins such as Ornatrix or Xgen to see if I can get a better result without memory loss.

I froze my computer ten times while I was trying to render it xD!


I think my strenghts rely specially in composition. This is completly my opinion maybe Im wrong but its always something that I put a lot of time on to get coll shots that make a scene look better.


IMPORTANT QUESTION NOW!!!


I would really like to start working more on my diffusion of my work!. Get more people to see it. Im always lost on how to aproach it. Intagram, twitter etc. If anyone coul give me any advice around that it would be great!. Thank you so much for everyone who have been looking into this making off. I would try to keep doing it more often!

Stay safe poeple!!



HEY HORDAK! (Devlog 05 : Look dev)

Making Of / 18 February 2021

WE ARE GETTING THERE!!

My god every fram takes up nearly 30 minutes. I must say I crancked up all the settings for best quiality but still, it is a long time. I still have to rework more the texture layout and give some lighting variation. The environment its done with kitbashing and would also need some texture editing to give it a much rough look. 

Some of the obstacles ive been finding have been speacially related to the shader build up with the textures created in substance painter. I don´t know why but the exports that come out of the software dont give the same effect in the Vray mtl. That is something I have to look into.

Skin shading was useing subtance painter following the tutorial from the oficial substance page done by Magdalena Dadela (https://www.artstation.com/intervain). Incredible an super easy to follow! 


HEY HORDAK! (Devlog 04 : Rough texture layout)

Making Of / 16 February 2021

Im a very impacient person. I always like to see very finished results every time in working on something. Of course this is a very bad habit, and something o work on, but at the same time It really helps every time you think "ok I must stop for today" to see all the flaws that must be corrected next day. This makes the development a bit more fluent. Right now I started working on some of the texturing, and I already saw there is some issues related to the topology of the mesh. Specially de UVS from the shirt. Im going to have to go back to that but its necessary. Im working around VARY render engine in the end. Im very used to it and I would really like to try something new but for now it works ok for the look dev.

Skin texturing is going to be the next challenge. Im not very used to it and it something that requires to stop and think and prepare for it. Skin imperfection, wrincles etc everything to give it the most realistic look possible.

I like this long term projects, they give you this sense of purpose to not stop learning stuff and be able to develop portfolio a long the way.