One thing though...I saw some kind of strap or mild pieces of armor on the legs in the concept,....Where did they go?, would help lead the eyes I think...
Yeah Tremulant those pieces are in now (although for some reason I cropped them off this viewport grab).
Alphas look a bit busted there cos Max doesn't like sorting materials very well when they have normals/specular and all that jazz. They'll be fine in the render.
Separate bump texture generated from the layer mask of the scales image... works pretty well.
I layer mask pretty much everything when working with normal/diffuse/spec maps, since it's so easy to copy over exact shapes and patterns into each separate map, and generate accurate normals.
Tully's been doing the majority of the texture painting though, with just a few little pointers from me. She's way better than me at making stuff look natural and harmonious...
Hey Mop
Any chance when this comp is done you could post your lighting info? I've always been a fan of how you light your stuff.
Thanks!
Oh and GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOOGOGOGOGO!
B
Well that last shot was default Max viewport lighting
The fancy highpoly renders are mainly just 1 spot light and an omni rim light, with a skylight (sometimes I apply a photo as the skylight image colour), with Advanced Lighting turned on and Bounces set to something like 4-6, and the colour bleed and object mult. cranked up a bit.
very nice MoP! Maybe a tad bit of a hue gradient on the webbing on the head, just a tad to the edges? anyway, really love this piece, nice job! To the battelfield with you!
Damn but that was close. All submitted (albeit half-assedly) at about half a minute before the deadline (or at least what I hope was the deadline - clocks went forward here yesterday and I wasn't sure what time it was!).
You will note the lack of a decent weapon model/texture, and the lack of any kind of base at all.
Also, the rig was barely finished... ugh.
Anyway, here are the final submission images...
Winning pose:
Beauty render:
Construction:
Textures:
Concept sheet:
Breakdown of work was pretty much:
MoP - Initial modelling and hard surface modelling, UV-mapping & map baking, some armour/weapon texturing, rigging, posing, lighting.
Tully - Concept art, creature sculpting, creature texturing, armour texturing.
We want this guy to be even better than this, since this was a pressured rush job. I'd like to give it a proper rig and make some little animation cycles, maybe do a different texture from scratch for fun too.
I'll post some turnaround MOV files of the final lowpoly pose, and a nice render of the highpoly later.
Now, sleep... and good luck to everyone else who nearly killed themselves and stayed up till dumb times in the morning to complete this bloody contest!
Very nice finish! I too submitted at the last minute so I know how you feel with the rush job. At least now you can polish him at your own pace and don't need to feel rushed.
Badass man, looks frapping fierce! Too bad you couldn't get the base textured.. still an awesome piece man. love that head/neck! chest pieces is dope too.
Damn mop such a shame you didn't have time for a proper stand and some kind of background. Please make sure you create one after all, if only for our enjoyment.
This one probably is my favourite of the polycount entries (haven't seen much of the other sites). The design is very original and extremely well executed. To complement all that you've also got the best winning pose to go along with it.
Tully completely fuckin rocked the texture work, I love this character.
The only thing I'm not totally convinced with is the orange armgloves, I reckon they could've done with some superficial damage like a scuff hole or 2 and a smear of subtle dirt.
He definately comes across as too clean and pristine for such an 'orrible lookin bastard
The quality of the model in combination with the rigging and lighting makes it look almost of cinematic quality
Oozes with character, I hope you 2 are way up there in the winnings.
Really nice work guys, this is definitely your best collaboration to date. I think the head fins and the silhouette of the arm proportions are my favorite bit. I think he looks a bit awkward from straight on (the head) but other than that minor quibble, he's ace.
only problem i had (and its not even a reall crit cuz u were pressed for time) is that the stand is kinda plain (then again _i_ shouldn't be talking!!!!)
once again:
WOW! to hell with Vista, _this_ is WoW!!111!!
The color and pose have to be my favorite. The design is also absolutely awesome! I would say good luck to you guys, but you don't need luck. This really shows some great skill! Awesome work guys!
Brilliant work guys. The model is very clean, and the colour and texture choice is spot on. I like the simple untextured base to be honest as well, it draws so little attention from your work.
Replies
One thing though...I saw some kind of strap or mild pieces of armor on the legs in the concept,....Where did they go?, would help lead the eyes I think...
Go go go!
Alphas look a bit busted there cos Max doesn't like sorting materials very well when they have normals/specular and all that jazz. They'll be fine in the render.
Looking very nice indeed, guys.
just here to say please end this
-caseyjones
You roll the bump map scales into the normal map? or a separate bump texture?
B
I layer mask pretty much everything when working with normal/diffuse/spec maps, since it's so easy to copy over exact shapes and patterns into each separate map, and generate accurate normals.
Tully's been doing the majority of the texture painting though, with just a few little pointers from me. She's way better than me at making stuff look natural and harmonious...
Any chance when this comp is done you could post your lighting info? I've always been a fan of how you light your stuff.
Thanks!
Oh and GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOOGOGOGOGO!
B
The fancy highpoly renders are mainly just 1 spot light and an omni rim light, with a skylight (sometimes I apply a photo as the skylight image colour), with Advanced Lighting turned on and Bounces set to something like 4-6, and the colour bleed and object mult. cranked up a bit.
You will note the lack of a decent weapon model/texture, and the lack of any kind of base at all.
Also, the rig was barely finished... ugh.
Anyway, here are the final submission images...
Winning pose:
Beauty render:
Construction:
Textures:
Concept sheet:
Breakdown of work was pretty much:
MoP - Initial modelling and hard surface modelling, UV-mapping & map baking, some armour/weapon texturing, rigging, posing, lighting.
Tully - Concept art, creature sculpting, creature texturing, armour texturing.
We want this guy to be even better than this, since this was a pressured rush job. I'd like to give it a proper rig and make some little animation cycles, maybe do a different texture from scratch for fun too.
I'll post some turnaround MOV files of the final lowpoly pose, and a nice render of the highpoly later.
Now, sleep... and good luck to everyone else who nearly killed themselves and stayed up till dumb times in the morning to complete this bloody contest!
congratulations to both of you!
Thats the best way i have heard that said. Very clean and very natural. Lots of power in the eyes/face.
Polycount FTW
too cool .. realy like it!!!
Spark
Good job you too, best of luck for deh wihn.
This one probably is my favourite of the polycount entries (haven't seen much of the other sites). The design is very original and extremely well executed. To complement all that you've also got the best winning pose to go along with it.
Excellent work, you two make a great team.
The only thing I'm not totally convinced with is the orange armgloves, I reckon they could've done with some superficial damage like a scuff hole or 2 and a smear of subtle dirt.
He definately comes across as too clean and pristine for such an 'orrible lookin bastard
The quality of the model in combination with the rigging and lighting makes it look almost of cinematic quality
Oozes with character, I hope you 2 are way up there in the winnings.
chico
that about sums it up!
only problem i had (and its not even a reall crit cuz u were pressed for time) is that the stand is kinda plain (then again _i_ shouldn't be talking!!!!)
once again:
WOW! to hell with Vista, _this_ is WoW!!111!!
You guys did great last year and this entry blows that one outta the water. Very nice polish on the final.