WhiteEagle, that aches to be animated. Awesome originality!
There are so many epic dudes on this page. My bucket is out of place. But there is a guy wearing it so, at least I tried. Glad you guys like the prop, serves as another portfolio piece for me... but when will I make a whole scene? :0
@HAL, yeah, I put it in the Phoenix engine for the cubemap shader. ^^
thats a nice bucket, but a 1024 texture is kinda big for a small prop like that. i'd imagine it would be a 256 or 128 even, depending how it's used. The uv looks like it could be half the size aswel, if some parts are reused. It looks really good though!
WhiteEagle: nice 1!
Mauricio Cunha: there´s no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uv´s
ParoXum: looks cool
i feel ashamed to spam you again
but hey.. there´s something new going on in there :poly121:
## screenshot from max ( max2008 ) with slight level adjustment in photoshop nothing more
- forced AA over Nvidia Driver
- post_bloom.fx
- 3 lights
- 1 light used for realtime shadows
- model uses custom shader build with shaderFX 3.0, hardly noticeable in this pic though (super cool tool btw)
- background uses max standard material without any texture
- the model is the normalmapped version of course...
thats a nice bucket, but a 1024 texture is kinda big for a small prop like that. i'd imagine it would be a 256 or 128 even, depending how it's used. The uv looks like it could be half the size aswel, if some parts are reused. It looks really good though!
That's all very true, and it looks the same if not better at 256, I am just in the habit of working at higher res than final on assets like this. And I do love reusing UV space, could totally do so with a small item like this, but was doing the object space thing; thank you for mentioning it though, as I should probably do more of that for my portfolio - especially with tangent space being the main thing - so as to not leave prospective hiring managers a-wondering. /nod
scum: ive been watching your studys the last few days, there good but mind me to ask, why the dynamic poses? to see how muscles flow or something?
Yes, also seems like a good way of learning the different muscles vs the static t-pose. Doing both sides rather then mirroring helps nail it to whatever gray mass I have left.
that is awesome man, altho the neck is just chaotic, i think a nice old people wrinklage would look nicer than a zerg hatchery on his neck love it man.
nice vahl- I know in Dark Stalkers those balls really are about the size of his head, but they just seem to be too big and are really taking away from all the other awesome bits. I think the scale of those balls works in dark stalkers because Donovans proportions are reall exadurated so they dont seem quite as huge:
GIANT FEET
I mean c`mon those feet are like twice the size of his head. (insert giant dick joke here) It seems like you should either push those proportions, or shrink them balls to a smaller size *snicker*
damn vahl I could tell that was you before i even looked over and saw your username. looks good as usual. but those beads must HURT. I guess some people are into that
I'll make the balls smaller, for sure, actually their size differ depending on the illustrations and their state, in my final render I want them to be in detached state, hence the big size, but since I'm a lazy bum I just slapped them over without resizing them
I'll also look into the proportions thing like with Ibuki, I'm not really a fan of the huge feet thing, I don' tthink it really works in 3d, but I'll make sure to fix all that though !!! thanks !!
As for bigger realtime renders : In animation > preview you can 'render' realtime viewport animated segments. The image scale in pixels is set as a percentage of the scanline render settings, but it seems like you cannot go higher than 1200*900, wich isnt bad really!
You can also pan your 3DSMax viewport across multiple monitors and screengrab stuff this way.
cheek bones are alot more sharp on him , but not sure if your changing him to be more modern/realistic or keeping with some of hte original character to him?
The neck has this big wrinkles going on because they are also there in the original. I think i will tweak it a bit and then put the head in a cylindrical shaped fishtank.
@ ArtsyFartsy
hey, thats what i wanted to archive!
Yeah V I think you could push this one much much more. I am not familiar with the reference but still, judging from that picture you could really go BOLD!
As for bigger realtime renders : In animation > preview you can 'render' realtime viewport animated segments. The image scale in pixels is set as a percentage of the scanline render settings, but it seems like you cannot go higher than 1200*900, wich isnt bad really!
You can also pan your 3DSMax viewport across multiple monitors and screengrab stuff this way.
Good luck! Looks fantastic!
thx man.. thats a good tip.. even though in this case I get the same resolution with toggling into expert mode and take a screenshot,
but then.. i can´t use the dof-preview button in expert mode
so thx again !!
the shader is quite simple and i´m still working on it.. i´ll post more when i´ve finished this project in my thread
It's a small truck for a scene, hopefully. In the future there are no rearview mirrors or windshield wipers, I guess.
In the future, video camera's and heads-up-displays projected on the windshield will replace rear view mirrors. And the windshield will vibrate and a high frequency thus making rainwater instantly slide off the glass... or maybe the glass gets hot and vaporizes the water while the vibrations prevent steam from forming on the glass....
Replies
mpfh
Love that bucket Vrav.
I will try not to hold that against you.
A quick experimental model made in a couple of hours.
WhiteEagle, that aches to be animated. Awesome originality!
There are so many epic dudes on this page. My bucket is out of place. But there is a guy wearing it so, at least I tried. Glad you guys like the prop, serves as another portfolio piece for me... but when will I make a whole scene? :0
@HAL, yeah, I put it in the Phoenix engine for the cubemap shader. ^^
I make tires! they need a car...
Mauricio Cunha: there´s no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uv´s
ParoXum: looks cool
i feel ashamed to spam you again
but hey.. there´s something new going on in there :poly121:
## screenshot from max ( max2008 ) with slight level adjustment in photoshop nothing more
- forced AA over Nvidia Driver
- post_bloom.fx
- 3 lights
- 1 light used for realtime shadows
- model uses custom shader build with shaderFX 3.0, hardly noticeable in this pic though (super cool tool btw)
- background uses max standard material without any texture
- the model is the normalmapped version of course...
Another trick for cheap AA : in the camera settings mess around with the DOF realtime preview thing. It will wiggle the camera and blend the result.
rollin and pior are pimps.
so.. anybody knows how i can "render" a screenshot in max in various sizes? :poly141:
Yes, also seems like a good way of learning the different muscles vs the static t-pose. Doing both sides rather then mirroring helps nail it to whatever gray mass I have left.
@rollin - Nice character you got there.
I suggest grabbing the ztl from Zack's site as well. You can turn each muscle group off one by one.
I got the Loomis .pdf's and Hogarth books atm., also found this site few days ago.
http://www.reybustos.com/04er/er.html
Got some really awesome paintovers and .mov turntables if anyones interrested.
Holy crap.
But yeah the neck is a bit much.
This is pure awesomeness. It's got such a nice stylized painterly look to it, but yet it's fully 3D and detailed, and realistic looking.
The glasses could be a little better, but it doesn't even matter. You should send this to Matt Groening.
ok so here´s the bigger version
I think you meant UHF and VHF no? AC/DC is electrical current.
Rollin : loving it
small update on Donovan
GIANT FEET
I mean c`mon those feet are like twice the size of his head. (insert giant dick joke here) It seems like you should either push those proportions, or shrink them balls to a smaller size *snicker*
to shreds you say?
I'll make the balls smaller, for sure, actually their size differ depending on the illustrations and their state, in my final render I want them to be in detached state, hence the big size, but since I'm a lazy bum I just slapped them over without resizing them
I'll also look into the proportions thing like with Ibuki, I'm not really a fan of the huge feet thing, I don' tthink it really works in 3d, but I'll make sure to fix all that though !!! thanks !!
As for bigger realtime renders : In animation > preview you can 'render' realtime viewport animated segments. The image scale in pixels is set as a percentage of the scanline render settings, but it seems like you cannot go higher than 1200*900, wich isnt bad really!
You can also pan your 3DSMax viewport across multiple monitors and screengrab stuff this way.
Good luck! Looks fantastic!
cheek bones are alot more sharp on him , but not sure if your changing him to be more modern/realistic or keeping with some of hte original character to him?
Adam : So so GHEY!
The neck has this big wrinkles going on because they are also there in the original. I think i will tweak it a bit and then put the head in a cylindrical shaped fishtank.
@ ArtsyFartsy
hey, thats what i wanted to archive!
@ vahl
Looks great, but needs some eyebrows!?
thx man.. thats a good tip.. even though in this case I get the same resolution with toggling into expert mode and take a screenshot,
but then.. i can´t use the dof-preview button in expert mode
so thx again !!
the shader is quite simple and i´m still working on it.. i´ll post more when i´ve finished this project in my thread
My wargeneral entry thus far, an hour or so of doodling, needs more cropping and everything :E
In the future, video camera's and heads-up-displays projected on the windshield will replace rear view mirrors. And the windshield will vibrate and a high frequency thus making rainwater instantly slide off the glass... or maybe the glass gets hot and vaporizes the water while the vibrations prevent steam from forming on the glass....