Been working on procedural dust in 3ds Max & VRay. Uses z-up falloff to overlay the dust, as well as several procedural maps for the dust texture itself. The dust specs on top are VRay fur, using a baked z-up gradient to vertex colours to define the gradual buildup, moreso on the very top. The plan is to eventually make an old sterile room scene if I have time, but decided to do some R&D on dust first
D1ver: hah was checking that piece out in your sketchbook while i was working on this image. Stole those blue blurred lines from you^^ Really like it btw
Been working on procedural dust in 3ds Max & VRay. Uses z-up falloff to overlay the dust, as well as several procedural maps for the dust texture itself. The dust specs on top are VRay fur, using a baked z-up gradient to vertex colours to define the gradual buildup, moreso on the very top. The plan is to eventually make an old sterile room scene if I have time, but decided to do some R&D on dust first
Wow, that would be really sweet for Maya. It's pretty much exactly what I'm doing manually in Mari... And my results are so far not as good.
Awesome work in here btw...
Would love some feedback on this! The textures specifically. Here's what I know I need to fix/change:
- Gold alloy gloss is off, needs a brighter value.
- Crotch bump is way too high, I missed that before rendering.
- Some of the dust on the gold alloy is too exaggerated (on the legs mainly).
Here's my reference. It's sort of what I'm doing for anyway. In which case I need to make the red more matte.
I'm curious if there's too much of the black dirt/spots? Since I want to keep the face fairly clean I'm considering toning that down.
I guess that's it. Any additional thoughts on the textures are appreciated of course. It's a fairly specific model to texture, by that I mean there's not a lot to it in terms of colors and stuff you can add to it. Add to much and it easily looks way too cluttered, and I think I'm kind of crossing that line already. So I just want to hear some opinions.
Almost finished with my side iOS project, Spellbounders! Been working on it a lot in my spare time and I can finally see the light at the end of the tunnel.
A board spell is played. There are 7 of these currently in the game.
Sneaktooth coats his letters in poison, making it difficult for his opponent. Also, awesome treasure chests for you to break open!
Another board spell.
Choose your hero.
Backstabs are performed when you use your opponents word in your word.
We are about to go into beta next Monday (20th) and would love some more testers! If anyone is interested, click on http://tflig.ht/IkwcEQ and sign up to be a tester via TestFlight.
A bit early to start posting a thread on it, but I've started my first environment in 5 months. Starting to get there, working on my master materials at the moment. Will move onto blockout shortly.
Been working on procedural dust in 3ds Max & VRay. Uses z-up falloff to overlay the dust, as well as several procedural maps for the dust texture itself. The dust specs on top are VRay fur, using a baked z-up gradient to vertex colours to define the gradual buildup, moreso on the very top. The plan is to eventually make an old sterile room scene if I have time, but decided to do some R&D on dust first
That is lovely, especially the dusty fuzz. Really like that you can control the fuzz with vertex colours, should make it easy to get it just where you want it after baking it out.
Been working on procedural dust in 3ds Max & VRay. Uses z-up falloff to overlay the dust, as well as several procedural maps for the dust texture itself. The dust specs on top are VRay fur, using a baked z-up gradient to vertex colours to define the gradual buildup, moreso on the very top. The plan is to eventually make an old sterile room scene if I have time, but decided to do some R&D on dust first
Could you give a breakdown of this shader ? it looks very awesome.
I'm mainly interested in the material vallues used for the metal and the dust ( glossiness, reflection, specular ) and what type of masks you are using.
Learning more of the features ZBrush has to offer working on this character for a little Halloween challenge some friends from work and I are doing. Its still very WIP
Did some tiling textures for a schoolproject that I started today. Gonna make an medievalish fable inspired Inn on top of a kliff kinda thing. Did the textures in zBrush.
Replies
Drop by and leave some comments folks!
It is nice to see someone else was inspired by the concept art, I like that little guy, hope to see more of him. Nice work.
Haha, nice - turned out great and I love the stats
(The rest is also awesome )
so yeah just some more practice:
This stuff usually appears in my sketchbook first:
http://www.polycount.com/forum/showthread.php?t=71232&page=4
cheers
Awesome work in here btw...
Would love some feedback on this! The textures specifically. Here's what I know I need to fix/change:
- Gold alloy gloss is off, needs a brighter value.
- Crotch bump is way too high, I missed that before rendering.
- Some of the dust on the gold alloy is too exaggerated (on the legs mainly).
Here's my reference. It's sort of what I'm doing for anyway. In which case I need to make the red more matte.
I'm curious if there's too much of the black dirt/spots? Since I want to keep the face fairly clean I'm considering toning that down.
I guess that's it. Any additional thoughts on the textures are appreciated of course. It's a fairly specific model to texture, by that I mean there's not a lot to it in terms of colors and stuff you can add to it. Add to much and it easily looks way too cluttered, and I think I'm kind of crossing that line already. So I just want to hear some opinions.
Picture
Model in Keyshot
A board spell is played. There are 7 of these currently in the game.
Sneaktooth coats his letters in poison, making it difficult for his opponent. Also, awesome treasure chests for you to break open!
Another board spell.
Choose your hero.
Backstabs are performed when you use your opponents word in your word.
We are about to go into beta next Monday (20th) and would love some more testers! If anyone is interested, click on http://tflig.ht/IkwcEQ and sign up to be a tester via TestFlight.
/shill
@Fred2303 - That is very creepy but also awesome!
Here's an update. Got some clean up to do and break up some of the perfections. Still have the spec and gloss maps to do.
Concept by Browning: http://cghub.com/images/view/130878/
The swastika (Hitler sign) is unnecessary. If you make art, for your portfolio or something, it is wise not to use that symbol.
do you even know what the swastika truly symbolises? because it's not "hitler's sign".
That is lovely, especially the dusty fuzz. Really like that you can control the fuzz with vertex colours, should make it easy to get it just where you want it after baking it out.
Could you give a breakdown of this shader ? it looks very awesome.
I'm mainly interested in the material vallues used for the metal and the dust ( glossiness, reflection, specular ) and what type of masks you are using.
Really like the realistic look of this.
Those are some nice screen illos, Ooghijmiqtxxa!
Here's some illo and Concept work I did for Star Citizen!
spinny thing: http://puu.sh/4QREb.gif
maps thing: http://puu.sh/4QRWY.png
Link to thread: [UDK] The Chinese Fish Factory!
Totally amazing and it made my day. congrats
Adding some newness to the folio, thanks to the awesomeness of a fightPUNCH concept. Hope I have done it some justice.
I'm working on something new aswell...still very WIP!
cR45h : Very nice little shotgun Love the texture!