I can usually find something to pick apart to death, but the fact that I can't with this one puts me in a jeaous rage! lol, good job from the character, the design, the cohesiveness of the textures, the lighting, everything. I agree with the comments on showing abit more though - the texture maps for one, and some wireframes.
Oh wait, I found something to complain about! The pose is abit static, which doesn't speak much for how well the mesh deforms. Also, the biceps seem really thin in comparison with the torso which makes me wonder how its able to lift the forearm with all that armor attached.
But really, good job overall. This looks fantastic!
How is this rendered? I love the looks of it, but I kindof feel like a good amount of the depth comes from stuff not seen in the textures...
(basically : I don't know if I shall look at this as an ingame model, or as a cinematic model baked down to lowpoly, but still rendered with movie techniques)
For me it looks like simple lights rendering + AO. I don't really see any GI, SSS, raytracing and other stuff like that. So pretty realistic aproach, except that AO should be baked into textures.
Piotr : You're right, it's just a simple scanline render with 3dsmax..and i used only spot light + Ao in difuse and specular maps. The difference in video game it's the numbers of spotlight i used (5 spots h
Hehe Piotr I always find it weird but cool when we post in the same thread :P
CRx, the reason behind my questions is that, judging from the look of the texture maps I was not expecting such a depth quality in the final, full image. The image you labeled 'normalmap' shows what I mean : it has all these smooth shadows that I am not sure a realtime engine could do. But AO is definately doable in realtime now, so no biggie.
Then again, this is not a crit, just an observation. (I always find it a bit annoying when game models are rendered in a non-realtime manner... but maybe that's just me. Actually I'd love to see your character running around in a game!)
Pior: ok, I understand...you want to know what kind of shadows i used??
All the spot make a shadow map (like real time engine) but in max i just set a size of 1024 for the shadow map, and you're right there is no real time engine wich use 6 spots and 1024 shadow map at the same time
Hey thanks for the info! Maybe I should start looking into that sortof stuff a bit more, but I think I just love the feeling of being able to rotate my chars in realtime with the final render quality too much hehe.
And obviously it's mostly semantics since I guess one could very well have 6 active lights in a character-focus cinematic!
Great model and render nonetheless :P I heard that shadowmaps, even if quite simple, are the best deal when it comes to a good speed/quality balance. I hope that their game implementention gets better in the future (I find the GT5 shadow stairs a bit distracting,, as opposed to the Doom3 raytraced stencil shadows for instance)
Replies
figured out why maybe because it's using a php to search for the image? Not sure.
BIENVENUE
Oh wait, I found something to complain about! The pose is abit static, which doesn't speak much for how well the mesh deforms. Also, the biceps seem really thin in comparison with the torso which makes me wonder how its able to lift the forearm with all that armor attached.
But really, good job overall. This looks fantastic!
awesome!!
I know it's not the focus but I like the rendering on the podium. I wonder a little about how the skin looks.
snake85027 : at the beginning i would like to make a "samourai+viking" warrior...
Joel F
The real size is 2048x2048
How is this rendered? I love the looks of it, but I kindof feel like a good amount of the depth comes from stuff not seen in the textures...
(basically : I don't know if I shall look at this as an ingame model, or as a cinematic model baked down to lowpoly, but still rendered with movie techniques)
For me it looks like simple lights rendering + AO. I don't really see any GI, SSS, raytracing and other stuff like that. So pretty realistic aproach, except that AO should be baked into textures.
Of course I could be wrong.
CRx, the reason behind my questions is that, judging from the look of the texture maps I was not expecting such a depth quality in the final, full image. The image you labeled 'normalmap' shows what I mean : it has all these smooth shadows that I am not sure a realtime engine could do. But AO is definately doable in realtime now, so no biggie.
Then again, this is not a crit, just an observation. (I always find it a bit annoying when game models are rendered in a non-realtime manner... but maybe that's just me. Actually I'd love to see your character running around in a game!)
All the spot make a shadow map (like real time engine) but in max i just set a size of 1024 for the shadow map, and you're right there is no real time engine wich use 6 spots and 1024 shadow map at the same time
And obviously it's mostly semantics since I guess one could very well have 6 active lights in a character-focus cinematic!
Great model and render nonetheless :P I heard that shadowmaps, even if quite simple, are the best deal when it comes to a good speed/quality balance. I hope that their game implementention gets better in the future (I find the GT5 shadow stairs a bit distracting,, as opposed to the Doom3 raytraced stencil shadows for instance)