I found a max shader that has support for gloss maps if you´re interested. Other than that. Looks sweet. Although i´d like a fuller. rounder shape on the butt. Thats just me though. hehe
Cheers guys - thanks for the link to that shader Slipstream - looks really nice. I'll test it out in a bit.
P.I.G - if you could throw that shader my way that would be great I am just using my own .fx MAX shader made from a DirectX material at the minute so it's pretty basic.
I plan to pop this guy and the boar he is riding on into UE3 in the end anyway but it's always nice to have a choice of shaders and rendering options.
Mostly been playing around with shaders and stuff like that and Frozan. See, Specular (a quicky but still). Is it still flat?
So yeah. Still design issues on the whole thing but yeah. Not much left now i guess. Will wrap this up tomorrow. (Also i´ll have self illumination working on the stripes and HEV-box if everything goes as intended).
There. Now you won´t see it until it´s done or pretty much 95% done. I feel like i´m spamming you.
EDIT: woops. Fucked up on the wall at the top. Should be a bit more transparent and... well. go fully to the top xD
The wall is not convincing nor fitting I think. I didn't see that muddy surfaces in the labs?
Nah i was never doing a straight copy and was trying a darker grittier more "fuck style" kind of tone but I guess I kinda failed then. Could try a fancy nice looking one aswell just for the giggles.
or something in between. Heeey. I got an idea.*hurries off*
Here is a mountain I sketched and rendered during lunch today in zbrush. Not the greatest would still need to add some boulders and other vegetation. May revisit it later on.
Mostly been playing around with shaders and stuff like that and Frozan. See, Specular (a quicky but still). Is it still flat?
So yeah. Still design issues on the whole thing but yeah. Not much left now i guess. Will wrap this up tomorrow. (Also i´ll have self illumination working on the stripes and HEV-box if everything goes as intended).
There. Now you won´t see it until it´s done or pretty much 95% done. I feel like i´m spamming you.
EDIT: woops. Fucked up on the wall at the top. Should be a bit more transparent and... well. go fully to the top xD
I really like this, I think the wall is a cool texture but not working in this case. Since to me it doesn't make much sense for there to be a nice paint job on a wall that is that uneven. looks more like something that would be in a carved out cave rather then a lab wall.
Yeah if you were to make it look like the paint was really applied to the wall with a roller or a brush. Basically using a height map as your alpha for the paint then adding in some extra love to get it all the way. That would help a lot, another thing that is REALLY bugging me is that your light source is green... what color is it casting? Why would a green light cast a orange light?
Cody: there's quite of bit of stuff that could be done to that walk...if you're really looking to improve it you should start a thread like Stephan did he seemed to get a lot of helpful feedback. Overall, its very stiff and snappy...not much rotation in his body.
fat cap: Looks greats, nice touch with the drool and body hair, it really compliments the whole character.
On a side note though,I'd think about giving him some back fat near his lower lats. Thats seems to be where fat likes to gather when your around that dudes size. Other then that I dont think his butt cheeks wouldnt be spread like that.
PIG, I think you're wall texture is much too busy, I'd go with something much more simple, cleaner, will make the HEV pop out more. Just look at all the nice simple concrete walls the Half-Life universe has, yours looks too rugged, almost liked it's a cave or something. Maybe it's a bit too black too.
My only crits would be the saturation levels. Its alright to use color, and saturated color at that, but because its used all over the asset and on the wall stripes its bit overwhelming.
my first baked volumetric sculpt, I made no basemesh for this. around 4000 tris
good work on dr manhattan, why did he dislike clothing I cant remember what the comic said?
Mop, Arsh, Renaud : I'm still experimenting with that, but it's basically trying to use the uvs and displacement maps at their best, the example here is pretty simple and could have been done with radial symmetry, but I'm trying to find a way to extend this to much more complex shapes, like armors (for ornaments) buildings (complex brick walls, repeating sculpted details), natural assets like cliffs, tree trunks, and characters (scales, fur, cloth patterns). the idea being to build some kind of bank/database of tiling displacement maps that can be used easily combined with dragrect alphas and projection master to quickly add a base of repeating details on any kind of shape which can then be easily altered in zbrush or toned down using layers/masks, etc, once I had the displacement map done and the basemesh unwrapped, this tire took 30 seconds to make (of course the displacement map itself takes something like 10-ish minutes to be built off a small tiling straight portion of tire).
you can also only unwrap the parts you want so that only them will get the detail, use local subdivisions to avoid wasting polygons, etc...
as I said, that was just a quick test, nothing to be thrilled about, once I'll be sure of the correct workflow, I'll make a minitut thing if people are interested
for that displacement, projectionmasterstuff you need to uv the model? dont really know how that works. would be realy nice if you make a little tutorial vahl :thumbup: cant wait for it
Replies
I like big butts!
@Fat_Cap: Dunno what shader you're using, but you could try this one from over on GameArtisans:
http://www.gameartisans.org/forums/showthread.php?t=5896
Gloss, emissivity, and fresnel falloff. It's amazing.
P.I.G - if you could throw that shader my way that would be great I am just using my own .fx MAX shader made from a DirectX material at the minute so it's pretty basic.
I plan to pop this guy and the boar he is riding on into UE3 in the end anyway but it's always nice to have a choice of shaders and rendering options.
http://www.subreal.net/media/tank_fire.swf
http://www.subreal.net/media/tank_explode.swf
Ajax, that's ace. What's it for?
Fat cap. PM´d you. Tried the other shader but i think im a retard. Didn´t get it to work well. Will try it out some more.
Jackwhat. Is that a young kirk douglas? also looks a little like lee evans:)
nice looking though.
So yeah. Still design issues on the whole thing but yeah. Not much left now i guess. Will wrap this up tomorrow. (Also i´ll have self illumination working on the stripes and HEV-box if everything goes as intended).
There. Now you won´t see it until it´s done or pretty much 95% done. I feel like i´m spamming you.
EDIT: woops. Fucked up on the wall at the top. Should be a bit more transparent and... well. go fully to the top xD
or something in between. Heeey. I got an idea.*hurries off*
This reminds me of a fancy pizza cooker!
I really like this, I think the wall is a cool texture but not working in this case. Since to me it doesn't make much sense for there to be a nice paint job on a wall that is that uneven. looks more like something that would be in a carved out cave rather then a lab wall.
[ame]http://www.youtube.com/watch?v=qGf19C2_ET8[/ame]
Slipstream - thank you very much for the info 'bout this fx shader, appreciate!
On a side note though,I'd think about giving him some back fat near his lower lats. Thats seems to be where fat likes to gather when your around that dudes size. Other then that I dont think his butt cheeks wouldnt be spread like that.
Old wall: http://dl.getdropbox.com/u/469564/hev7.jpg
Progress on the new wall. Trying to keep it clean and more true to the source. So. Am i heading the right way now?
EDIT: I´ve changed the top two "strap" things on the light (Not in picture). They were bugging me to no end.
edit: just changed the pic above.
My only crits would be the saturation levels. Its alright to use color, and saturated color at that, but because its used all over the asset and on the wall stripes its bit overwhelming.
Cheers
- First bit of progress started today
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The friend liked it, btw :P
Im curious to see what some highlight spots would do to it, keep it up!
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good work on dr manhattan, why did he dislike clothing I cant remember what the comic said?
just a very quick and dirty proof of concept, all in Zbrush
cheers for the tip Vincent, was muchly appreciated, will work a treat for my zombie's elasticated jog bottoms hehe
had the same thought but NO ! Vahl still need to explain me (us), though
i think he is using wrap mode, not sure though..
Sub-d Cuda W.I.P.
you can also only unwrap the parts you want so that only them will get the detail, use local subdivisions to avoid wasting polygons, etc...
as I said, that was just a quick test, nothing to be thrilled about, once I'll be sure of the correct workflow, I'll make a minitut thing if people are interested
for that displacement, projectionmasterstuff you need to uv the model? dont really know how that works. would be realy nice if you make a little tutorial vahl :thumbup: cant wait for it