3D Print your own TAR of Zandoria Collectible!

TAR_stl_1

Download and 3D print your own TAR of Zandoria collectible statue! Print it and put it on your desk. Print it and give it as a gift. Take a picture and share it! Every time someone sees this statue, they are going to ask “What IS that!?”

That is going to help spread awareness of this project, and the cost of the .stl will help me keep the lights on 😉

Pierre at Cults3D invited me to upload  my sculptures to their new 3D model marketplace where people can buy print-ready models to build on their 3D printers. It seems like a great idea–I imagine that there are only so many Stanford bunnies and Yoda heads that a person needs… As 3D printers become ubiquitous there is a need for high quality sculpts to fill the build platforms.

I foresee that there is going to be a market for commission work too, so if you need a little help bringing your idea to life, please give me a shout. Here it is on Thingiverse

TAR_stl_2

Landscapes

I have been a little torn between using somewhat realistic CG landscapes or digital paintings for this project. After doing a number of tests each way, I felt that a hybrid matte painted look was going to be better for the introduction of this character…

I started with a Digital Elevation Map (DEM) and exported a greyscale image from MicroDEM. The DEM files and software are available for free here.

ADAMANA, AZ

Using the greyscale values, it is pretty simple to generate a terrain mesh. In this case, I used Zbrush to generate the geometry, but I exported it to Sculptris to work on the detail and textures. The reason I wanted to use Sculptris is that I could use the Reduction brush to simplify the geometry in the distance. The detailed rocks in the pass is where the main action of the scene is, so I figured that I could just drop the landscape in as a PROP and render everything in A:M…

WIP_1-14-14

Unfortunately, the maximum texture resolution in Sculptris was too pixelated when rendering up close. So I decided to render the landscape by itself to get the lighting, and retouch it in Photoshop to create matte paintings to use as background rotoscopes in A:M.

I added the dunes in the distance, and the sky, as layers underneath the rendering. Then I added extra detail of the rocks and scrub as an overlay layer.

1(3)_retouched

I set the ground plane to Front Projection Target and Flat Shaded.

1(3)_wireframe

Now the only object in the shot is TAR. The dust particles are Sprites emitted with each step, and are drifting off to the right as though blown by the wind (actually there is a fan Force Emitter creating the wind).

I started rendering the shot (in HD, 1280 x 720), The first couple of frames took over 1-1/2 hours!  With over 400 frames in just this shot, that was way too long…I knew that I was going to have to make some compromises….  I eliminated global illumination, ambient occlusion, and multipass–relighted the scene with Z-buffered shadows instead of ray-tracing. The new render time was only 2 minutes per frame!

TAR_1(3)_342