I started a scene based on this early Star Wars concept by Ralph McQuarrie a few weeks ago, but I changed it a bit after seeing some work in the Marmoset viewer and thinking it'd be fun to make a little gross scene that people could zoom in to.
i have the feeling that the yellow stuff takes away a lot of the focus... its hard to tell where your creature starts or ends, also the background black seems so dark the contrast yellow black does steal the show
Skodone: You're right about that. I'll have to keep clarity in mind. Hopefully the scene will be easier to read once I get all the final elements/textures in there. :thumbup:
I personally would say that there is way to much yellow right now, which makes it look like plastic. I think you can keep it, but add some orange tones like in your references, as you can clearly see there, that they are not only yellow.
I agree 100% Nuclear Angel. I was hoping the bright yellow would convey the temporary/unfinishedness of the goo though. It's literally just a dynamesh object straight out of zbrush with no texture applied.
Ohh damn, that explains it! ^^ As someone mentioned earlier as well, take another background for the final presentation, you really have a strong piece going on here, so keep it up! It will be great!
I'll go with this vibe from now on http://i.imgur.com/Sw77vbx.jpg
Hopefully it'll fix the problem of focus and clarity you guys mentioned.
This is what I've got so far. the fungus mesh and material are temporary.
Something else I have to keep in mind is the contrast in shapes between the insect and the fungus in the reference photo. I don't have that down just yet.
Looking awesome dude definitely keep going.
Really dug the goo elements maybe bring them together with the new fungus.
For presentation you could go for a bit of a macro photographhy look.
started using crab reference for the joints. I wanted to go with eurypterid type joints but there wasn't enough reference and it ended up looking cliche/generic
Not dead yet, just been sidetracked by a 3D printer at work.
going with Vray+displacement map this time instead of Marmoset.
Does anyone know how to get UDIM textures to apply automatically in Max with Vray? without having to offset textures manually. Not having much luck with google
Replies
Skodone: You're right about that. I'll have to keep clarity in mind. Hopefully the scene will be easier to read once I get all the final elements/textures in there. :thumbup:
This is some of the reference I'll be using.
http://i.imgur.com/oB9nmlL.jpg
http://i.imgur.com/Sw77vbx.jpg
Hopefully it'll fix the problem of focus and clarity you guys mentioned.
This is what I've got so far. the fungus mesh and material are temporary.
Something else I have to keep in mind is the contrast in shapes between the insect and the fungus in the reference photo. I don't have that down just yet.
Really dug the goo elements maybe bring them together with the new fungus.
For presentation you could go for a bit of a macro photographhy look.
Really nice work.
Here's an idea for a flying bug. I wouldn't mind doing two or three little scenes from the same world, so long as the lazy doesn't kick in.
would love to see some small dioramas in this world!
started using crab reference for the joints. I wanted to go with eurypterid type joints but there wasn't enough reference and it ended up looking cliche/generic
need to fix up the neck too.
Did a quick mockup for the materials. no idea how to do the eye shader yet...anyone have tips for iridescent materials?
going with Vray+displacement map this time instead of Marmoset.
Does anyone know how to get UDIM textures to apply automatically in Max with Vray? without having to offset textures manually. Not having much luck with google
Made a little progress on the material and textures.
edit: the eyes are still a mockup. haven't figured out how to do them yet.
http://gfycat.com/ValuableHandsomeEnglishsetter