That is insanely good looking! The only thing that seems a bit odd is the shape of the feet, though that's a minor thing. I love how the texture came out.. out of curiosity, what are you rendering with?
peppi : this last render was done using max viewport and some photoshop make nextgen scripts I have under the belt
modelled the highpoly for the stage, it's really simple and a bit rushed but I don't want to spen too much time on this, I'm going to finish it tonight and rig/pose/touchup the chick tomorrow.
Hmm, tiled techy floor and rubble that looks like flesh with teeth. This is looking more and more Quakeish by the second
Personally I don't really dig the purpley specular on the end of the sword, I preferred how it looked in the last render. Perhaps a bright deep blood red along the cutting edge of the blade, specular ofcourse.
texture density is fucked, but I had no time, everything is rushed, I'll fix if I have time, but I want to spend the remaining time on character tweaks and pose.
hey the stand looks like its scaled way too large there, i think it would help texal density a lot to simply scale it down, and right now its overshadowing the characather(being too large) anyway
The stand is very cool, but i think your character should visually take off the background. You should choose other colours or what also could be made is to take off the character with a good lightning.
Awesome work, dude. Love the pose. There's something really cool about the natural face/open mouth contrasting with all that bronze/mechanical armor goodness. Mmmm...tasty.
Lovely work and a great final product. You've got some beautiful color variation that blends very well with the forms of the mecha-organic armor (the forms read very well on the final model too).
for these renders, the original screengrabs were way bigger, I lost tons of details just by scaling down and converting to jpg
plus I was still learning the ins and outs of the viewer, so the specular was a bit randomly done, texture compression was activated, etc...but anyway, whatever happens, I think I have already a little victory over myself just by completing it in time, and I think this is the greatest thing...
here is an extra shot,at true resolution, like the previous ones, rendered in 8MonkeyLabs Marmoset Engine. Time to break that forum shape!
One critique (though it's a bit late) is that there seems to be some parts where your pixel density is broken. (specifically on the beam sticking up from the base in comparison to the character).
yeah, that part was rushed a bit i'm sure. It actually works out because the base isnt taking any focus away from the character, which is a good thing.
Yeah I loved how this turned out Vahl. I think it might be due to the lighting, but my only comment might be that the normal doesn't seem as punchy as the model.
Theres a lot of ambient lighting with our system, it really helps to get away from that lol fake d3 look that most shaders have, thats probably what you're noticing.
Really nice stuff Vahl! The final pose is very dynamic, and I like the forms you have going on.
However the final renders (or screengrabs) make the textures look a lot muddier than they seemed earlier, I think it's partly due to the normals being washed out like Daz mentioned.
There generally seems to be a lack of contrast and saturation in the final images, and I don't think that's due to the texture being either of those things, it's probably just the lighting setup not being as interesting as some you were using earlier.
That aside, it's a very nice character and I think it will do well... good job!
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grrrr.. how did you manage getting a hold of 8MonkeyLabs stuff?
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Well it happens like this, you see. When a man and a man love each other, they buy a few small animals and train them to perform sexual favors. And thats how babies are made.
Great work man. You took a strong concept and made an even stronger finished piece. I think the shapes all interlock very well and create a really interesting, yet easy to read character.
My crits are few: I think her skin tone is far too orange. It could really do with some more pinkish tones. Also, I know it's hard to get mouths to light correctly, but I think you could fix this by making them a lot darker in the texture. Her teeth are colgate white, and her tongue stays too pink inside. Maybe just a quick photoshop job to darken it. Lastly, gonna echo the sentiments about the lighting washing everything out. The ambient is cranked too high, which is a poor way to elliminate the black shadows. It's not that you shouldn't have any, it's that it shouldn't go to black too quickly. I think some more dark shadows and punchy highlights could have made the normal map read a lot better (like your previous renders). Any how, this is great work, and I'm glad I got to see you finish a personal piece, it's really nice inspirational material.
P.S. I love the shapes on her forearm that flow into the elbow, just really nice in that area.
woops, my bad, my server was expired and they didn't notice me, it's back now
as for the washed out thing, well, you're all right, my home screen is quite dark, which doesn't help and I was still learning the ins and outs of the rederer, plus I had to rush the renders, submitted like 1 minute before the deadline
I'll do better ones later, we entered crunch this week, so I may not be able to do that right away, but who knows
Also updated the previous picture with a more contrasted version
Replies
Great work!
peppi : this last render was done using max viewport and some photoshop make nextgen scripts I have under the belt
modelled the highpoly for the stage, it's really simple and a bit rushed but I don't want to spen too much time on this, I'm going to finish it tonight and rig/pose/touchup the chick tomorrow.
Personally I don't really dig the purpley specular on the end of the sword, I preferred how it looked in the last render. Perhaps a bright deep blood red along the cutting edge of the blade, specular ofcourse.
texture density is fucked, but I had no time, everything is rushed, I'll fix if I have time, but I want to spend the remaining time on character tweaks and pose.
keep going.. this is way too cool
Submitted YAY!!!
HUGE thanks to 8 Monkeys labs for letting me use their awesome viewer
youfinishedsomethingomgomgomg
You finished something woohoo and now the suspense will kill ya.
Best of luck looks like a very strong entry.
But damn, it's great work all the same
chico
for these renders, the original screengrabs were way bigger, I lost tons of details just by scaling down and converting to jpg
plus I was still learning the ins and outs of the viewer, so the specular was a bit randomly done, texture compression was activated, etc...but anyway, whatever happens, I think I have already a little victory over myself just by completing it in time, and I think this is the greatest thing...
here is an extra shot,at true resolution, like the previous ones, rendered in 8MonkeyLabs Marmoset Engine. Time to break that forum shape!
also
omg u rendered in vray thats cheating lol!
lightmaps are cheating too!!!
I love you too, Joe
One critique (though it's a bit late) is that there seems to be some parts where your pixel density is broken. (specifically on the beam sticking up from the base in comparison to the character).
However the final renders (or screengrabs) make the textures look a lot muddier than they seemed earlier, I think it's partly due to the normals being washed out like Daz mentioned.
There generally seems to be a lack of contrast and saturation in the final images, and I don't think that's due to the texture being either of those things, it's probably just the lighting setup not being as interesting as some you were using earlier.
That aside, it's a very nice character and I think it will do well... good job!
Awesome job, Vahl. Though I'd agree with the others that the lighting has washed out the visuals a bit. Not enough contrast now, it seems.
The first one is next next gen, you can tell because the bloom is red. And btw, it's not spherical harmonics, just image based lighting with cubemaps.
grrrr.. how did you manage getting a hold of 8MonkeyLabs stuff?
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Well it happens like this, you see. When a man and a man love each other, they buy a few small animals and train them to perform sexual favors. And thats how babies are made.
PS: per4096 has pix
My crits are few: I think her skin tone is far too orange. It could really do with some more pinkish tones. Also, I know it's hard to get mouths to light correctly, but I think you could fix this by making them a lot darker in the texture. Her teeth are colgate white, and her tongue stays too pink inside. Maybe just a quick photoshop job to darken it. Lastly, gonna echo the sentiments about the lighting washing everything out. The ambient is cranked too high, which is a poor way to elliminate the black shadows. It's not that you shouldn't have any, it's that it shouldn't go to black too quickly. I think some more dark shadows and punchy highlights could have made the normal map read a lot better (like your previous renders). Any how, this is great work, and I'm glad I got to see you finish a personal piece, it's really nice inspirational material.
P.S. I love the shapes on her forearm that flow into the elbow, just really nice in that area.
Rock on Vahl, awesome piece. I'd love to see this one in a game. If you ever get around to putting it in one we wanna see screenies
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look at the screens monkeyscience posted
They where rendered in 8MonkeyLabs Engine.
as for the washed out thing, well, you're all right, my home screen is quite dark, which doesn't help and I was still learning the ins and outs of the rederer, plus I had to rush the renders, submitted like 1 minute before the deadline
I'll do better ones later, we entered crunch this week, so I may not be able to do that right away, but who knows
Also updated the previous picture with a more contrasted version