I'm going back and deleting all of this. Shame on me. Whatevs. The Internet is scary. I don't like the idea of keeping my old art stuff up. It's like an embarrassing childhood photo, but without the nostalgia.
I went back to this today briefly and adjusted the diffuse map to be less colorful. I didn't mess with this one in PS, aside from cropping it and adding the text.
I'm trying to get the hang of lighting things. I'd like to know which way is stronger, or what I could do differently to make it more effective.
Also: the tri count is 978. For what it is, is that too high?
Great stuff man . Tri count on the head is a little high but not extreme, it would be easier to tell from the wires. As long as all the polys are doing something for the silhouette its fine.
I'm actually liking the original variation of the 'lowpoly creature head'. There's a whole lot more colour variation and it seems more natural. Though the yellow on the scalp sticks out like a sore thumb. Maybe a desaturated version will sit better with it, similar to the one you have on the second variation.
Great stuff, mate.
Here's a low-poly creature head I did. It's lit and rendered in Polyviewer+ (which I just found out about today-- awesome program!), and I screened a heavily blurred contrast-adjusted copy of each render over it in PS to fake a post-bloom (is that kosher?) I was trying to get the lighting to look like those Unreal 3 promo shots of Malcolm.
That's looking great! Maybe a highlight or detail on the eye as it looks hollow/sunken (it has no detail at all on the left).
The body is on its way now too. I painted over it to show what I'm planning to do next. I'm not sure about the best way to go about making the gown.
Ah! Very Akira-esque to me for some odd reason (which is a good thing), I love your work fly, you have your own style! The batman image is top notch too! Cheers
I installed ObjectDock a little while ago. It uses these crispy oversized icons, so I made these two for my dock to fit in with some of the ones it comes with.
<a href="http://i44.tinypic.com/ddj5ma.jpg">link</a>
I made them at 256x256 "just in case", but I use them as 128s.
I'm trying to learn how to do hard surface stuff in ZB. So far, no good. It's easier than it used to be, but I don't have it down yet. Everything is too puffy.
Yeah. Hard surfaces in ZB is something I'd like to get down as well. You got ZB 3.5? Its full of nice tools for that kind of thing. Especially the new Planar and path tools.
The way the Soft Selection rollout in the command panel breaks the layout was bothering me, so I wrote my first MaxScript. The part where it determines the falloff based on the size of the object was blatantly ripped from a script written by someone else, who I'd credit if I could remember who it was or find the script. Anyway, here's this:
rollout MySSRollout "Soft Selection" width:169 height:79
(
checkbox Use_ED "ED" pos:[49,7] width:34 height:15
checkbutton SS_toggle "SS" pos:[8,8] width:37 height:34 enabled:true toolTip:"Use Soft Selection" checked:false
spinner ED_spnr "" pos:[82,8] width:43 height:16 enabled:true range:[1,300,0] type:#integer
checkbox chk2 "Backfacing" pos:[49,25] width:84 height:18
slider sld1 "" pos:[7,48] width:136 height:25 range:[0,100,0]
button btn2 "x" pos:[147,3] width:17 height:14 toolTip:"close"
button btnminus "-" pos:[139,50] width:23 height:20
button btnplus "+" pos:[139,25] width:23 height:20
on MySSRollout open do
sld1.Value = selection[1].Falloff
on Use_ED changed state do
(
selection[1].ssUseEdgeDist = Use_ED.state
)
on SS_toggle changed state do
selection[1].useSoftSel = SS_toggle.state
on ED_spnr changed val do
selection[1].ssEdgeDist = ED_spnr.Value
on chk2 changed state do
(
selection[1].affectBackfacing = chk2.state
)
on sld1 changed val do
selection[1].Falloff = sld1.Value
on sld1 buttondown do
(
local sliderUpper
bbMax = $.max
bbMin = $.min
bbx = bbMax.x - bbMin.x
bby = bbMax.y - bbMin.y
bbz = bbMax.z - bbMin.z
if bbx >= bby then sliderUpper = bbx
if bby >= bbz then sliderUpper = bby
if bbz >= bby then sliderUpper = bbz
sld1.Range = [0, sliderUpper, $.Falloff]
)
on btn2 pressed do
(
destroyDialog MySSRollout
)
on btnminus pressed do
selection[1].ButtonOp #ShrinkSelection
on btnplus pressed do
selection[1].ButtonOp #growSelection
)
createDialog MySSrollout style:#(#style_toolwindow)
Replies
I'm trying to get the hang of lighting things. I'd like to know which way is stronger, or what I could do differently to make it more effective.
Also: the tri count is 978. For what it is, is that too high?
BTW, WTF is polyviewer+?
Great stuff, mate.
-caseyjones
Here's something I started today...
That's looking great! Maybe a highlight or detail on the eye as it looks hollow/sunken (it has no detail at all on the left).
It's one of these!
I'm going to start it soon, so I'll post some 3d progress of it probably later tonight.
Ah! Very Akira-esque to me for some odd reason (which is a good thing), I love your work fly, you have your own style! The batman image is top notch too! Cheers
<a href="http://i44.tinypic.com/ddj5ma.jpg">link</a>
I made them at 256x256 "just in case", but I use them as 128s.
[deleted]
I really like your style on these. What prog do you use? PS or Painter?
Yeah. Hard surfaces in ZB is something I'd like to get down as well. You got ZB 3.5? Its full of nice tools for that kind of thing. Especially the new Planar and path tools.
Not a bad attempt though. Keep at it
which makes this: