some screengrabs from my 3d final for school. I didnt get to finish up the texture on my character the way I wanted it in time, but here's the end result.
Highpoly done!
Still many things to fix here and there like the collar clipping through and the straps being too thick. I'll fix that straight on the normalmap and on the lowpoly model. Same thing for the fabric bags and pockets, I plan to work them straight on the texture, or using overlays from other normalmaps I already have at hand.
excellent work pior!
love the style of that Naked Snake of yours, btw could please share the rendering/lighting technic you used for those renders (skylight or gi?)
pior....ARRRGH!!! man that's awesome. i am a little curious in that first shot...his bicep seems to be digging into his flesh where it meets the forearm.
cheese: lookin good mate. i still think that basemodel is a tad too thin in the hips. it's also instantly recognizeable as that older mesh. perhaps some altering would help make it it's own??? mebbers?
@ Johny
You messed the anatomy! Seriously, the round hole in his foot is too small.
I played a lot with lego in my childhood...now i play with the thing underneath.
the textures are still very wip, and i still need to find out how to bake some shadows... anybody got a link to a simple tutorial on that?
crits? comments?
Hey guys god work , Cheeseontoast , I like your gladiator alot.
Hey can any1 answer my question please.
I want to know How to : Delete Vertices that are not shared by any vertex connections.
For a example a vertex between a Edge.
I'm new to max , In maya You can select all the vertices and delete the ones that don't share connections.
I'm currently building a ChainMail Armor.. I want to know How to deform it in Max without deforming the actually torus's that make up the ChainMail Armor.
Is there anyway advanced procedure for this problem.
Ramucho, actually I don't really have a clue ha! First I put a default Max skylight light in the scene, clicked lighttracer and redered but it looked too ghostly hence I added a directional spot to brighten the lighting and an omni as kicker light. Don't know if the 'lighttracer' thing was still active tho... That one dropdown menu is not very self explanatory!
Fritz, I added that one deep crease because the are is supposed to be covered with a rather thick spandex material according to the original design. But yeah the crease mlight be too thick (esp since spandex don't even crease that way :P )... I'll definately ease it on the map.
The shield is upside-down, it should be a "lambda" --> ^
the 11th letter of greek alphabet, used as a shield pattern by the Spartan army; it stood for Lakedaimon, the name of the region.
@$!nz you're welcome, and to satisfy your eventual curiosity i'm just a long time lurker here (sadly), trying to learn as much from this board Many cool works around here!
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irritant - those tubes are dying for some detail. If nothing else, just give them the segmented look the original had. Something.
[/ QUOTE ]
Actually, you probably can't tell from those pictures, but the tubes have some corrosion on them that looks really cool when you are moving around in the game and the light hits the normals at various angles. It gets kinda lost when just taking a snapshot...
t was roughly 10 months since I decided to sit back and study anatomy..and that slowly lead to my first ever original character design.There were some long breaks in between and I didnt really start on the modeling until the December of 2006.
Modeling done with max and mudbox.Textured and composited in Photoshop.
My inspiration was Artwork by Kolby Jukes,Blizzard and Aaron St Goddard.
Very nice sculpt and renders, Sri Ram Chandra, but the textures are looking a little washed out to me. They could do with some more variation, contrast and detail to be as good in quality as your mudbox sculpt there.
Also, were you inspired a lot by the Warcraft 3 and World of Warcraft cinematics for this? The first thing I thought of when I saw those renders was the Blizzard cinematics of the Tauren characters: http://www.pcgame.com.my/images/510.jpg
@Davision3D : Thanks man,this was my first anatomy study;I plan on continuing my anatomy study with my next model too..
@Renaud : Whoa ! Thanks man,its great to see you here;This board looks like it has all the 1337 gameart talent in one place! Will certainly dig through the place.And hey,when are you gonna update your website man ?? The last work I've seen was your uber DW2 model...I want to see more of your work !!
@MoP : Fristoff,I must say that I loved your spectacular DWII entry!! congrats on the 3rd place!
Thanks for the suggestions,I'm glad you liked my model;the diffuse had to go through many revisions and I probably spent 3/4th of the time on texturing..I hope to improve upon this with my next one.
And yes,I was heavily inspired by that Tauren Shaman scene from WOW3 intro.I hoped to capture the "Blizzard" ambiance for my final scene before I started the composites,and I'm glad you liked it
I intend to make a game model of my Dinotaur soon[and with a new hopefully improved texture job!] and I'm sure this board is gonna be a great place to learn
Replies
Great to hide porn links in your history.
Geezus: Looks nice, reminds me of NVN.
just working with normal mapping
Still many things to fix here and there like the collar clipping through and the straps being too thick. I'll fix that straight on the normalmap and on the lowpoly model. Same thing for the fabric bags and pockets, I plan to work them straight on the texture, or using overlays from other normalmaps I already have at hand.
!
And who wants to join my pior hate fan club?
Awesome work pior
love the style of that Naked Snake of yours, btw could please share the rendering/lighting technic you used for those renders (skylight or gi?)
I used the same base as for the Greek slave I made earlier, so it shares some of the problems. Wrists and hands still need a bit of work.
thats hot Pior.
zombie bust!
cheese: lookin good mate. i still think that basemodel is a tad too thin in the hips. it's also instantly recognizeable as that older mesh. perhaps some altering would help make it it's own??? mebbers?
Finally finally finished this gun...didn't want to be lazy with it...was hard.
And...in game...
and..the weapon model it replaced...
One more weap after this...then back to coding. Gotta love diversions...
Alex
P.S - sorry for the huge images, but this monitor is freaking humongous !
Nice, the nipples are missing.
@ Johny
You messed the anatomy! Seriously, the round hole in his foot is too small.
I played a lot with lego in my childhood...now i play with the thing underneath.
the textures are still very wip, and i still need to find out how to bake some shadows... anybody got a link to a simple tutorial on that?
crits? comments?
Hey can any1 answer my question please.
I want to know How to : Delete Vertices that are not shared by any vertex connections.
For a example a vertex between a Edge.
I'm new to max , In maya You can select all the vertices and delete the ones that don't share connections.
I'm currently building a ChainMail Armor.. I want to know How to deform it in Max without deforming the actually torus's that make up the ChainMail Armor.
Is there anyway advanced procedure for this problem.
Fritz, I added that one deep crease because the are is supposed to be covered with a rather thick spandex material according to the original design. But yeah the crease mlight be too thick (esp since spandex don't even crease that way :P )... I'll definately ease it on the map.
Yes, it is what you think.
I would like as many comments on this as possible espeically how to make it better.
Maps:
Diffuse/spec/spec-color/normal map...
Now that I post this I forgot to create a bump map.
Fixed lol! Thanks mysterious person.
the 11th letter of greek alphabet, used as a shield pattern by the Spartan army; it stood for Lakedaimon, the name of the region.
The face looks very childish (as in young) and the backmuscles look wrong.
Other than that it´s nice work!
irritant - those tubes are dying for some detail. If nothing else, just give them the segmented look the original had. Something.
[/ QUOTE ]
Actually, you probably can't tell from those pictures, but the tubes have some corrosion on them that looks really cool when you are moving around in the game and the light hits the normals at various angles. It gets kinda lost when just taking a snapshot...
A Variation :
Scene 2:
Some "marble" Renders :
More Marble Renders :
Mudbox snaps of the body :
Character Shot:
A turntable of the body :http://sriramatrix.3dnitz.com/misc/Greekotaurpreview.WMV
Head to my site for more pics : http://sriramatrix.3dnitz.com/dinotaur06.htm
t was roughly 10 months since I decided to sit back and study anatomy..and that slowly lead to my first ever original character design.There were some long breaks in between and I didnt really start on the modeling until the December of 2006.
Modeling done with max and mudbox.Textured and composited in Photoshop.
My inspiration was Artwork by Kolby Jukes,Blizzard and Aaron St Goddard.
I hope you guys like it;Comments are welcome
Thank You
great work!
Maybe the back muscles should be more defined.
Also, were you inspired a lot by the Warcraft 3 and World of Warcraft cinematics for this? The first thing I thought of when I saw those renders was the Blizzard cinematics of the Tauren characters:
http://www.pcgame.com.my/images/510.jpg
Either way it's pretty cool
@cholden,Sectaurs,JDinges : Thank you !!
@Davision3D : Thanks man,this was my first anatomy study;I plan on continuing my anatomy study with my next model too..
@Renaud : Whoa ! Thanks man,its great to see you here;This board looks like it has all the 1337 gameart talent in one place! Will certainly dig through the place.And hey,when are you gonna update your website man ?? The last work I've seen was your uber DW2 model...I want to see more of your work !!
@MoP : Fristoff,I must say that I loved your spectacular DWII entry!! congrats on the 3rd place!
Thanks for the suggestions,I'm glad you liked my model;the diffuse had to go through many revisions and I probably spent 3/4th of the time on texturing..I hope to improve upon this with my next one.
And yes,I was heavily inspired by that Tauren Shaman scene from WOW3 intro.I hoped to capture the "Blizzard" ambiance for my final scene before I started the composites,and I'm glad you liked it
I intend to make a game model of my Dinotaur soon[and with a new hopefully improved texture job!] and I'm sure this board is gonna be a great place to learn