finished my last portfolio piece. Now its time to write some applications
Couldn't use the coool brdf shader (make cool art button), but I wanted shadows for the final render.
[update 10.12.07]
scroll down
[upadte 7.12.07]
Dont' have any time the next 1 1/2 weeks, therefore I thought it would be great to gather some comments till then
old
http://55622.webhosting22.1blu.de/katzeimsack/images/wip/01_cm.jpg
Replies
Nice warm tones overall any chance to see the brdf?
like the skin and overall style
the hand-to-head size things is bit off imo
and mostly the knees fingers feets need more work
keep it up.. its realy nice !
Yes, I used another shader and I rendered two passes to get
the second light..
Your shader is awesome, but it needs a reflectivety map, a second light, a shadowmap and alphablending
@ till:
Danke
The bellybutton should be at the same hight as the thinest part of the body AFAIK and I guess I would move the hip downwards to achieve that (but I am not quite sure about that).
Shoulders also seen a bit too much sloped downwards.
Overall a really nice model though...especially the face and hair is cool!
I don't like the tatoos that much, anybodys got some time to make a overpainting ?
klick (right-side)
The hairs looks fucking awesome, btw
Other than that...good results you got there.
but it needs a reflectivety map, a second light, a shadowmap and alphablending
[/ QUOTE ]
hey sure it's far from perfect I might do another version with two lamps. I won't split up reflectivity from specular tough, seems like a non-sense to me. Shadow maps is doable too, but will make the shader again more and more complex.
But I'd like to hear if there's a way to do alpha blend, I have no idea how to do it in maya.
keep up the nice work, it's always nice to see ppl using your stuff, since you're one of the very few I've seen using the shader so far
The character design is quite solid too, I like the color, and it has a strong silhouette, although the knees, ankles and wrists are very weak in structure. Especially the wrists. The hands also appear to be too small.
All you really need is a spec sharpness map, so you use a blurier version of the enviro for things like skin. But you have that too already dont you?
[/ QUOTE ]
absolutely, that's what specPower do
The hair looks great, but I wonder if its created just for this one shot and would be a nightmare to animate? It looks great like the wind is blowing it but if that it isn't going to flow like the image suggests then its almost useless to put that kind of detail into it.
Added a small update. I will answer all questions the following days.
@Renaud: my brdf-map had an error (wrong gradient), therefore everything was very "flat"
@seforin: the hair are just planes, textures and some bones for animations, nothing special.
@pliang : the feet were modeled lazyly, but I'll fix them with the colormap
@PolyHertz : the hair has nothing to do with the passes I just had to render a shadowpass, because the shader doesn't support shadows and a refelktionpass, because i'm dumb
@Makkon : I will fix the knees, hands an feet. I wanted to start texturingand therfore rushed the sculting part.
@Vig : the hair looks like that from every perpective, just planes..
nice Weapon too!
Your environment and background are very nice too.
My main crits: The pose and camera angle are making her right arm (on our left when looking at the image) seem tiny and not attached at all, I'd maybe try to find a more natural looking pose or camera angle for that.
Her clothes (the underwear) has no thickness at all, it looks like it's just painted around her hips. I think the normal map could be better there, and the diffuse texture too, it needs a soft shadow on her flesh to make the cloth stand out more, and also I'd tone down and blur the really sharp dark lines that are going around the underwear, it's making them seem quite flat.
In fact the same crit applies to the belts and straps holding her armour on, they need a LOT more depth, again they look painted on, your normal map isn't doing enough work there (or maybe it's the light setup, can we see a pure grey diffuse, normalmapped render?), and again the sharp black lines are flattening those areas out when they need a lot more depth.
If you can fix up those minor crits I think this will be a much stronger piece.
Great work though
-MoP
- BoBo
Main crit I have is that her feet are too clean. If she's been running around barefooted on dirt it would be cool to see some dust on her legs, and maybe some whitish dust on her knee to indicate that she may have kneeled down to look at something, or track an animal, or whatever you want. Just something on her skin to tie her to the environment better. She looks unnaturally clean here.
[ QUOTE ]
My main crits: The pose and camera angle are making her right arm (on our left when looking at the image) seem tiny and not attached at all, I'd maybe try to find a more natural looking pose or camera angle for that.
[/ QUOTE ]
I really like the pose, but I woke up this mornig and hated the camera angle
[ QUOTE ]
Her clothes (the underwear) has no thickness at all, it looks like it's just painted around her hips. I think the normal map could be better there, and the diffuse texture too, it needs a soft shadow on her flesh to make the cloth stand out more, and also I'd tone down and blur the really sharp dark lines that are going around the underwear, it's making them seem quite flat.
In fact the same crit applies to the belts and straps holding her armour on, they need a LOT more depth, again they look painted on, your normal map isn't doing enough work there (or maybe it's the light setup, can we see a pure grey diffuse, normalmapped render?), and again the sharp black lines are flattening those areas out when they need a lot more depth.
If you can fix up those minor crits I think this will be a much stronger piece.
Great work though
-MoP
[/ QUOTE ]
tried some things to fix it
that aside, its real awesome... love the pose, love the shader, love the environment... the colours are amazing as is the costume design...
reminds me of heavenly sword
only crit : the tatoo paint has a drop shadow too itense , maybe also change its color instead of black ?
hope to see more stuff from you...seriously (thumbs up )
construction:
The amount of detail and the innovative design is impressive!
I would love to see her in action fighting with this cool weapon and the hair and clothes flying around.