Hello, probably a bit too late to the party but this is worth a try to get to know this PBR thing everyone is talking about. Some of you seem to have almost finished =P
First had the blade mounted like an actual hammerhead, but then realized that the driver would get all the debris and guts from the sliced opponents in the face. so it became a horizontal setup.
Glad you guys like it, keeps me motivated to push on. @Safemilk(Daniel): Yes also this way i can make the ground cut up and convey a good sense of motion
block out for the vehicle:
Tried to block out the 2 dioramas. will paint over them to get a clearer picture.
Cheers guys, prefer the one on the right too. Not much happening at the action shot yet still thinking about what to do with it. 2 dioramas a bit overkill for my taste, would rather would invest just time in one and make it really shine. But thats the rules for now =P.
anyways character blockout, gonna be a lot of straps and spikes/buttons
Took some time but figured out what to do for the dioramas. Will use the same base with different props and lighting settings.
And some progress on the character sculpt, mainly concentrated on the face and upper body. Although much of the face will be covered in the end.
@Ithoual: Thanks man nice to hear, curious what will come out of that inspiration!
@Wayfray, about the smoke trail, good point have to check out the tools and what they are capable of. Will try something like this:
A lot of spheres with a swirly albedo + 8bit alpha. Layered on top of other then pathed along a spine for twisting/stretching and curve control. then adding some more layered spheres where needed. As there is no poly limit it should work out ok i guess.
No effects expert so if this totally fails there is one uberskilled at my workplace. If i'am lucky and hes in the right mood, he might reveal some of his magic tricks to me.
edit: made a quick test with the decribed technique, setting the transparency to add and using an specular map to define the visibility seems to work out. Looks quite nice with the bright light moving through it actually. Would be nice to have a "render hidden objects option" for shadow proxy mesh, as it won't render one for the transparency add option.
Have most of the retopo for the character done, started work on the materials.So far just a bit of work done with the quixel suite, converted some textures to use as normalmap overlays.
Very cool to see the hacked together particle effects. I think for billowy smoke you might want do use the dithered alpha mode instead of additive though. Maybe dithered with some normal map detail so it picks up some of the lighting. You could also experiment with the skin shader on it, try out the translucency maybe.
Thanks man, i tried the skin shader and it will be most likely the one to be used as it makes the impression of really thick smoke. Maybe wil play around with the dithering alpha some more, when there is time at the end. Did not get too convincing results with it, although used no normalmap for it. I guess the texture resolution has to be sufficient to make it work. Also the video does help too see the fiery engine effects, so thanks again ; ) .
No problem, one thing with the dithered effect is that it looks crappy/noisy in the viewport, but once you render out an image it gets multi-sampled and looks way better. You can render out at 2x the res and size down in PS to make it look even better.
Got the vehicle lowres version done and started with material creation.
Rigging/Skinning of Character is underway, still not final but hope i can show a posed version soon.
Also started to throw every asset into the scenes to test lighting options and get an idea whats missing, so far just highpoly versions and base meshes.
Hey, probably last update before final. Had some fun with the Quixel materials on the props and vehicle, pretty awesome but showed me that my pc is getting old for this kind of work.
Still need to add debris flying around, small rocks, some firewood and a beer can for the character to hold. Also more effects. When thats done only material work left.
Replies
First had the blade mounted like an actual hammerhead, but then realized that the driver would get all the debris and guts from the sliced opponents in the face. so it became a horizontal setup.
blocking things out in 3dimensional space...
@Safemilk(Daniel): Yes also this way i can make the ground cut up and convey a good sense of motion
block out for the vehicle:
Tried to block out the 2 dioramas. will paint over them to get a clearer picture.
character dynameshing...
anyways character blockout, gonna be a lot of straps and spikes/buttons
overpainting the dioramas...
Took some time but figured out what to do for the dioramas. Will use the same base with different props and lighting settings.
And some progress on the character sculpt, mainly concentrated on the face and upper body. Although much of the face will be covered in the end.
finishing character sculpt....
Great job .
@Ithoual: Thanks man nice to hear, curious what will come out of that inspiration!
@Wayfray, about the smoke trail, good point have to check out the tools and what they are capable of. Will try something like this:
A lot of spheres with a swirly albedo + 8bit alpha. Layered on top of other then pathed along a spine for twisting/stretching and curve control. then adding some more layered spheres where needed. As there is no poly limit it should work out ok i guess.
No effects expert so if this totally fails there is one uberskilled at my workplace. If i'am lucky and hes in the right mood, he might reveal some of his magic tricks to me.
edit: made a quick test with the decribed technique, setting the transparency to add and using an specular map to define the visibility seems to work out. Looks quite nice with the bright light moving through it actually. Would be nice to have a "render hidden objects option" for shadow proxy mesh, as it won't render one for the transparency add option.
Have most of the retopo for the character done, started work on the materials.So far just a bit of work done with the quixel suite, converted some textures to use as normalmap overlays.
Also the M72LAW model
texturing character...
Add makes perfect sense for light sources like fire though. This guy did some pretty smart stuff with add blending for a fire effect on his Titan entry:
[ame="http://www.youtube.com/watch?v=SZxw0b2Iq0A"]Ilmenite titan turntable - YouTube[/ame]
http://forum.allegorithmic.com/index.php/topic,1677.30.html
Got the vehicle lowres version done and started with material creation.
Rigging/Skinning of Character is underway, still not final but hope i can show a posed version soon.
Also started to throw every asset into the scenes to test lighting options and get an idea whats missing, so far just highpoly versions and base meshes.
Texturing vehicle, finish character skinning...
Still need to add debris flying around, small rocks, some firewood and a beer can for the character to hold. Also more effects. When thats done only material work left.
Trying to finalize things...
Yes, the effect is a model with a displacementmap. I'll add a picture, explaining things, when i get home.
edit: here you go
@ Geno527: Same goes to your entry, really fun one!