Haven't had a ton of time to wrap this up, hopefully tomorrow I can do a lot to this, here's where i'm at with the door, and a test I did for some bark i'm going to use in the scene... it s just a cylinder but it uses vert colors to mask out 3 diff disp maps
Wow, that looks great. But I think the doors look really small, like for a doll house, because the door knobs are so large. If you made them really tiny, you can sell this as a giant entrance gate - but then all this nice detail from the knobs wouldn't be visible.
outstanding work man! beautiful design as well. I definitely agree with Fogmann on the door handles maybe you can shrink down the doorknob plates to acheive a similar effect without losing the detail of the actually handles.
First off, I really like what you accomplish. It looks terrific
Therefore, I would really like to know (since I'm no fan of max): How would you do, or anyone else that knows, to make what you did in your neat tutorial, but in maya? If possible. Been looking around with the tools I find in maya8 with obviously no luck.. I would very much like to try this for a little scene I'm doing.
Sry for posting this question at your thread, but here it seemed most relevant. :S
Real sweet stuff, Jordan.
If you ever had time, it'd certainly be cool to see a mini tut of some sort, concerning the vert-color map blending you used. The result is amazing.
goddamn thats a cool idea.. ditto on the mini tut!
edit: ps can you share a little about your render settings in the last couple shots I like the look a lot
Very awesome, I just noticed, is that a procedural dent map on the door for a chipped effect? I've been messing around with procedural bump textures for baking down to normals in Max, it's a really quick way of adding believable fine detail... also you can then use an instance of the procedural map in another slot and bake out a mask of it for use in Photoshop.
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goddamn thats a cool idea.. ditto on the mini tut!
edit: ps can you share a little about your render settings in the last couple shots I like the look a lot
Thanks for the encouragement to quickly answer some of the questions
The roots were made by creating renderable splines for the large ones and modeling them out in a sculpt package although i didnt go very highpoly with them. I then applied some 16bit displacement maps I created to add the finer detail.
The smaller roots were made by turning on face snapping and drawing a ton of splines on the model then appling path deform on an instanced root i made.
I agree the scale is kind of funky with the handles so i'm making them smaller and I'm probably gonna redo the woodwork on the door, not too happy with it.
As far as what i did in my previous tutorial and doing it in maya I have no clue, I mean you could create the initial shape, loft it with a shape then weld but i dont know of an automated way.
The bump on the door is just some other 16bit heightmaps I made of woodgrain.
As far as my render settings....I just used MentalRay but for the diffuse of objects I used Ambient Occlusion. This in addition to the displacement and bump maps.
sorry for the quick rundown, been kinda busy lately. I'll probably show some examples when I get a bit more time.
whoa, slow down there tinman, give other people the chance to get awesome before you go blowing minds, this type of thing is totally discouraging and makes us all want to give up and/or shoot ourselves. hahaha
seriously though good work, for the door are you using anytype of reference? i find when i think i can just freestyle some stuff it never comes out as good as when i find a few good reference pictures.
try a search for islamic doors, i know you wouldnt think about it, but i have been checking out old islamic designs and they are really nice for details you might want to add to doors and such
Heh thanks for the reference, starting last night I decided to redo the design of the door because of it being so weak, this stuff will help and I've also been looking some baroque style doors and woodwork because the curves and styling should go well with the cthulhu type theme i was kind of wanting to use.
I dont know why i didnt look towards islamic as well in the beginning, i had a bit of reference from when i did my general's armor for the dominance war.
I had to switch my site recently so all of my pics are probably gone from this thread :-\ anyways here's where i'm at with this doorway, Probable gonna do some more stuff to it tomorrow with some fresh eyes
Dang, only thing that strikes me is the yellow on the door handles seems outta place unless they were replaced recently. It just screams "<font color="yellow">YELLOW!</font>"
shame the old pics are gone I saw this thread over the holidays.. but was too busy to read it. I was hoping to catch up on all the discussion but its hard to follow without the pics. Ah well I am sure I will make some use of the good info still here!
I think what Razor means is that the particular yellow used here doesn't scream "GOOOLD!" ... it does scream "YELLOW!".
I think a very minor hue shift would fix that without it going too far into a brass or copper look.
Replies
that thing looks awesome!
nice log...
i get a good oversized feeling from all the different elements here.
^_^
Therefore, I would really like to know (since I'm no fan of max): How would you do, or anyone else that knows, to make what you did in your neat tutorial, but in maya? If possible. Been looking around with the tools I find in maya8 with obviously no luck.. I would very much like to try this for a little scene I'm doing.
Sry for posting this question at your thread, but here it seemed most relevant. :S
If you ever had time, it'd certainly be cool to see a mini tut of some sort, concerning the vert-color map blending you used. The result is amazing.
edit: ps can you share a little about your render settings in the last couple shots I like the look a lot
fogmann nailed the perception issue
goddamn thats a cool idea.. ditto on the mini tut!
edit: ps can you share a little about your render settings in the last couple shots I like the look a lot
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i second that
The roots were made by creating renderable splines for the large ones and modeling them out in a sculpt package although i didnt go very highpoly with them. I then applied some 16bit displacement maps I created to add the finer detail.
The smaller roots were made by turning on face snapping and drawing a ton of splines on the model then appling path deform on an instanced root i made.
I agree the scale is kind of funky with the handles so i'm making them smaller and I'm probably gonna redo the woodwork on the door, not too happy with it.
As far as what i did in my previous tutorial and doing it in maya I have no clue, I mean you could create the initial shape, loft it with a shape then weld but i dont know of an automated way.
The bump on the door is just some other 16bit heightmaps I made of woodgrain.
As far as my render settings....I just used MentalRay but for the diffuse of objects I used Ambient Occlusion. This in addition to the displacement and bump maps.
sorry for the quick rundown, been kinda busy lately. I'll probably show some examples when I get a bit more time.
seriously though good work, for the door are you using anytype of reference? i find when i think i can just freestyle some stuff it never comes out as good as when i find a few good reference pictures.
try a search for islamic doors, i know you wouldnt think about it, but i have been checking out old islamic designs and they are really nice for details you might want to add to doors and such
http://images.google.com/images?q=islami...sa=N&tab=wi
like so.....
I dont know why i didnt look towards islamic as well in the beginning, i had a bit of reference from when i did my general's armor for the dominance war.
Dang, only thing that strikes me is the yellow on the door handles seems outta place unless they were replaced recently. It just screams "<font color="yellow">YELLOW!</font>"
shame the old pics are gone I saw this thread over the holidays.. but was too busy to read it. I was hoping to catch up on all the discussion but its hard to follow without the pics. Ah well I am sure I will make some use of the good info still here!
lolers.. its golld!!
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I think what Razor means is that the particular yellow used here doesn't scream "GOOOLD!" ... it does scream "YELLOW!".
I think a very minor hue shift would fix that without it going too far into a brass or copper look.
anyway, i remember when u first posted that thingie with some nice tuts too, (saved it)
http://www.mutantspoon.com/portfolio/hpgun.jpg
i REALLY like it and was wondering if u have any updates on it?
or any more similar stuff?
wut? it on the frontpage o.o
Surely this coulda been carried out in a PM.
im sure there are more ppl interested seeing more work from him
http://boards.polycount.net/showthread.php?t=55478