Still some dirt to add on the main fabric material and little details like the tape holding the knife on the side of the legs as well as extra modelling (throat codec transmitters and such).
Funny how a cammo pattern makes shapes hard to read, ha! Kind of like the whole point I know :P
Oh btw if someone knows where to find good reference for real-life or made up cammo patterns I'm interested! I'll be doing the SnakeVSMonkey banana cammo next.
Looking great, Pior. I was originally concerned about whether or not the face would have a true Naked Snake likeness, but upon adding the eyes and the hair, my fears have been silenced.
I'd really like to see some more traditional camouflage patterns, like MARPAT or UCP for this guy, but it's just a suggestion. You've got a good selection of camouflage patterns already.
I'm really looking forward to seeing the finished product. It's a real inspiration, and the style you've put into him is really hot.
That's quite a lot haha. JG and Dizzy your suggestions are welcome since I don't know anything about camo in particular and military gear in general. I kindof like the one I have one the top-right because it's a personal design and also bottom-right because it looks like snakes! I just checked MARPAT and UCP patterns and they seemed kind of busy to me ie very small square dots - I'm not sure if it will look good on the model. But I'll try them out for sure! The endless possibilities of calmmo patterns is getting problematic here
A bunker for him to play in. It's a touched up screengrab - lights are Maya's viewport lights and cast shadows are drawn on transparent planes.
Still need to tweak the ceiling tiling, add cardboard boxes, debris, structure beams where there is currently a hole...
I'd love to add some variation using vertex coloring on top of the textures in either Max and Maya but I have no clue about the process haha!
thats wierd, i thought indian militants wore uniforms too? well, it must get awfully chilly being naked in kashmir and what not... poor naked indian soldiers freezing their balls off...
just wondering pior, what did u render that scene with? or did u post process in photoshop? if u did post process in PS, how did u get the bloom and DoF to look so neat?
Sadly, Maya can't do quasi-realtime DoF like Max can. I've tried vertex colouring a few times in Maya, and it's pretty straightforward. As far as I can remember, the tool is in Edit Polygons -> Colors -> Apply Vertex Colours or something along those lines. Learned it from this tutorial on CGTalk.
Awesome stuff pior.
I love the character, ( first, upper right is my favorite )
I think for interior U can add a lot more junk ( check the newest mgs trailer, this 15m long one). There is a lot of junk, destroyed wallss and else.
Honestly U can use in the same window - Paint Vertex Color Tool, its a lot more usefull and more powerfull.
Just paint Bit Imho u can just put lights ( point, volume if maya or omni, spot if max ( with skylight if software rendereer. There is no need to put vertxlight if its not goint to game imho. But I might be wrong.
Cool stuuf anyway, keep it up.
Not much of an update - just adding a construction shot of the corridor. I added extra props since then.
Now fighting with maya skinning tools. They are much better than Max's, but still! A pain. I have no idea how I will do the skin mirroring, nor do I know how to edit a skeleton *after* skinning the mesh on top of it...
The DoF was done using Phtoshop's lens blur filter and simply composited in using a rather harsh circular gradient.
Pior, cool scene. How about busting up those pillars a bit? As if a fights taken place?
It'd be neat if you had something mid-way in the hall way for him to be posed ducking behind... like what the baddies would see (his hair poking out on top for example).
As well, try do something shots from the doors perspective, so that we can see some nice lighting coming from his front. From this angle he'd be back lit and all your pretty texture work for his different camo may not be shown off completely/effectively.
Pior: If you want to add bones you can do so via skin->edit smooth skin-> add influence, but you;ll need the new bone(s) and the skin both selected.
There is also an option there for Mirror Skin Weights which should at least give you a start.
Yup Vailias I actually tried these two things just yesterday. Funny how the mirror skin weight tool has no tolerence value whatsoever but simply works! As for the extra influences I tried adding some corrector shapes for the knee and elbow but it messed up with the existing skin weighting unfortunately.
I decided to pose it roughly, then put it into shape like if it was a statue prop of some sort - especially since there is really one pose that I want.
Adam I see what you mean about the corridor needing some beating up. I think I will make a test render first with the character and camera angle needed, then see if adding more detailling is worth it. I don't want the corridor to steal the show, ha!
Your my hero Pior! I thought you stopped working on this a long time ago but I'm glad to see your still working on him! I'm looking forward to seeing this progress
i think you should pose him in more of a "ready" stance... gun in both hands, knife against the gun handle, walking through the door. the gun should be higher so he's looking down it's sights.
Pior:
When you first bind your mesh to a skeleton, by default there is a little box checked saying "Maintain max weights" or something to that effect. So if you had say max of 2 bone influence, the add influences to the skin, then go back to painting weights you'll loose one of the bone influences.
You can get around this (I'm pretty sure), by selecting the verts in question, opening the component editor (window->General Editors->Component editor) and just typing in a value for the influence that is less than 1. Should work, but may not. I do know I've had to clean up stray weights that way before, and I think/hope it works in reverse
Looks awesome as always Pior. I especially like how the environment is coming. I would say that you should flip the knife around though, with the blade edge facing forward instead of back towards the body. Otherwise, keep it up
Replies
and the guy from The Terminator since the MG1 cover art was traved over him!
[/ QUOTE ]
Michael Biehn FTW!
I need to do a Reese model..
And Happy b-day.
YOU'RE MY HERO!!!
Still some dirt to add on the main fabric material and little details like the tape holding the knife on the side of the legs as well as extra modelling (throat codec transmitters and such).
Funny how a cammo pattern makes shapes hard to read, ha! Kind of like the whole point I know :P
Oh btw if someone knows where to find good reference for real-life or made up cammo patterns I'm interested! I'll be doing the SnakeVSMonkey banana cammo next.
!
http://www.sourceblog.org/forum/showthread.php?t=824
http://www.sourceblog.org/forum/showthread.php?t=540
http://rosajonas.thanez.net/tutorials/Camoflage/tut_camo.htm
I'd really like to see some more traditional camouflage patterns, like MARPAT or UCP for this guy, but it's just a suggestion. You've got a good selection of camouflage patterns already.
I'm really looking forward to seeing the finished product. It's a real inspiration, and the style you've put into him is really hot.
http://www.henrikc.dk/camouflage/all.asp
That's quite a lot haha. JG and Dizzy your suggestions are welcome since I don't know anything about camo in particular and military gear in general. I kindof like the one I have one the top-right because it's a personal design and also bottom-right because it looks like snakes! I just checked MARPAT and UCP patterns and they seemed kind of busy to me ie very small square dots - I'm not sure if it will look good on the model. But I'll try them out for sure! The endless possibilities of calmmo patterns is getting problematic here
Still need to tweak the ceiling tiling, add cardboard boxes, debris, structure beams where there is currently a hole...
I'd love to add some variation using vertex coloring on top of the textures in either Max and Maya but I have no clue about the process haha!
PLEAAAASSSSEEEEE put him in Auscams.
just wondering pior, what did u render that scene with? or did u post process in photoshop? if u did post process in PS, how did u get the bloom and DoF to look so neat?
awesome stuff dude!
Prelighting in Maya
I think they cover it in Max too. Here's the whole thread, with the Max directions at the top.
Prelighting Thread
I love the character, ( first, upper right is my favorite )
I think for interior U can add a lot more junk ( check the newest mgs trailer, this 15m long one). There is a lot of junk, destroyed wallss and else.
[ QUOTE ]
Edit Polygons -> Colors -> Apply Vertex Colours
[/ QUOTE ]
Honestly U can use in the same window - Paint Vertex Color Tool, its a lot more usefull and more powerfull.
Just paint Bit Imho u can just put lights ( point, volume if maya or omni, spot if max ( with skylight if software rendereer. There is no need to put vertxlight if its not goint to game imho. But I might be wrong.
Cool stuuf anyway, keep it up.
Not much of an update - just adding a construction shot of the corridor. I added extra props since then.
Now fighting with maya skinning tools. They are much better than Max's, but still! A pain. I have no idea how I will do the skin mirroring, nor do I know how to edit a skeleton *after* skinning the mesh on top of it...
The DoF was done using Phtoshop's lens blur filter and simply composited in using a rather harsh circular gradient.
Any chance we might get to see Snake hiding in one of those boxes in the corner?
It'd be neat if you had something mid-way in the hall way for him to be posed ducking behind... like what the baddies would see (his hair poking out on top for example).
As well, try do something shots from the doors perspective, so that we can see some nice lighting coming from his front. From this angle he'd be back lit and all your pretty texture work for his different camo may not be shown off completely/effectively.
Love this, nicely done.
There is also an option there for Mirror Skin Weights which should at least give you a start.
I decided to pose it roughly, then put it into shape like if it was a statue prop of some sort - especially since there is really one pose that I want.
Adam I see what you mean about the corridor needing some beating up. I think I will make a test render first with the character and camera angle needed, then see if adding more detailling is worth it. I don't want the corridor to steal the show, ha!
but it's still looking gnarly for sure.
good luck though!
When you first bind your mesh to a skeleton, by default there is a little box checked saying "Maintain max weights" or something to that effect. So if you had say max of 2 bone influence, the add influences to the skin, then go back to painting weights you'll loose one of the bone influences.
You can get around this (I'm pretty sure), by selecting the verts in question, opening the component editor (window->General Editors->Component editor) and just typing in a value for the influence that is less than 1. Should work, but may not. I do know I've had to clean up stray weights that way before, and I think/hope it works in reverse
we DO know what would happen if a ninja and a pirate were to breed. O_O
Good work!
Just so you know - the rig is taken care of atm :P Everything else is ready, hence it will be finished eventually!
More bumpage for you.