Concept comes from Artist Guillaume Menuel Rendered in Marmoset Modeled in max.
I strayed from some details here and there, but I'm glad to be done.
Crits would be great!
Awesome job dude!! Its hard to give any crits on such an excellent piece. But there are a few tiny things that stick out to me. On the backpack the little holes that the 3 hoses run into could be darker, similar to how they look on the arm portion. And then those two horizontal scratches on the back of the helmet seem weird. Maybe its because they are the most defined scratches on the entire head and they are right inline with each other, maybe if they were staggered it would be better?
But again great work, he is a really awesome character.
Texturing really sells the design- I can see that the arms are totally impossible to life but hey, when it looks this cool who cares! Nice work on the red enamel especially, that is lovely!
What was the poly count once those pipes were added- they don't come cheap!
@P442- have you tried the rigomatic rigging scripts for maya? You can set up any amount of additional appendages with IK chains automatically- I reckon this would make those pipes fairly painless- it's exactly what I plan to do with my current project's piping!
rasmus: I like how the red reads on the plain bake a lot more too
nrek: Good call on the scratches, and the back holes. The texturing got a bit sloppy toward the end . The black scratches bothered me too.
praxedes: Thanks man!, the tube work adds a little north of 1,100 tries. they are 8 sided, and probably have waaaay too man segments.
P442: The hoses arent rigged I started looking into splineIK, then decided that it wouldnt really matter in the end, and that I would spend more time learning how to rig fancy stuff that I ultimatly would probably ever use. so I dropped em on after I had a relaxed pose goin.
Final tri count is around 8,043
woogity: thanks woog! I never did finish that guy. It was the first real, retopology I had ever atempted, and I threw in the towel. I`ll get to it eventually:P
Slum: I tried painting them on to see if it would be worth the extra effort. I still might give it a go, but the paint over was a failed attempt.
awesome work!
if I had to crit, I'd say the specular edge enhancements are a bit strong and look almost painted on (looks: ok they kind of are )
takes away from the friggin awesome bake imo
only a little
Fun stuff man! Good model and bake, but there is something about the simplicity of materials in the "bake" shot that i just find more appealing than the final shot.
One thing i would suggest for your textures overall is to cut down on some of the more noise/overlay type stuff in the texture, and focus on a few areas of unique detail instead. ATM the metal material has sort of noisey overall feel to it, but doesn't give any concrete area for the eyes to rest. The edging on the metal seems a bit old school to me, you seem to have every edge with a bit of highlight, even in the diffuse. I would like to see some simpliler materials here as marmo really makes that stuff look good, smooth out the diffuse to just basic color and some dirt and keep any scratching/material wear/variation in the spec. Gotta let the material do the talking and worry less about every pixel having detail some times!
A good marmo specific thing to do might be to split the metal materials, cloth, and glass? all into separate chunks(if your geometry would support this) then you can use different spec sharpness(cloth is good, higher on metal and much higher with glass).
EQ: I most defiantly approach a textured from an old school standpoint. Highlight edges till death! I`m reading an interesting article on metal in reguards to spec and how it should be handled:
I`ve learned quite a bit, but I`m wondering if anyone can speak on any sort of viewport, realtime, image based lighting system for max. Does 3ds10 have anything like this?
Xoulio's shader is actually very similar to marmoset, from what i know, with probably more ability to customize the results. Also, there was that maya shader that crazybutcher ported over to max that has many of the same features.
As others have said, I prefer the bake to the textured version. I think if he were textured in a more stylized way... I'm thinking of how RobG textures his 3d pieces... Could be total win. Either that or a blend of what EQ mentioned.
As it stands, the project turned out looking great.
Replies
texture work really sells it
the only thing missing is some steam vapors
Yay for design flaws.
But again great work, he is a really awesome character.
Texturing really sells the design- I can see that the arms are totally impossible to life but hey, when it looks this cool who cares! Nice work on the red enamel especially, that is lovely!
What was the poly count once those pipes were added- they don't come cheap!
~P~
-Woog
~P~
You should still add the glowy green bits and green smoke!
rasmus: I like how the red reads on the plain bake a lot more too
nrek: Good call on the scratches, and the back holes. The texturing got a bit sloppy toward the end . The black scratches bothered me too.
praxedes: Thanks man!, the tube work adds a little north of 1,100 tries. they are 8 sided, and probably have waaaay too man segments.
P442: The hoses arent rigged I started looking into splineIK, then decided that it wouldnt really matter in the end, and that I would spend more time learning how to rig fancy stuff that I ultimatly would probably ever use. so I dropped em on after I had a relaxed pose goin.
Final tri count is around 8,043
woogity: thanks woog! I never did finish that guy. It was the first real, retopology I had ever atempted, and I threw in the towel. I`ll get to it eventually:P
Slum: I tried painting them on to see if it would be worth the extra effort. I still might give it a go, but the paint over was a failed attempt.
back to practise...
if I had to crit, I'd say the specular edge enhancements are a bit strong and look almost painted on (looks: ok they kind of are )
takes away from the friggin awesome bake imo
only a little
The green glow might actually be pretty cool though.
HIGH FIVINGS!
All the forms are nice and rigid clear and the colours match it well, but im a sucker for those communist red colour schemes.
One thing i would suggest for your textures overall is to cut down on some of the more noise/overlay type stuff in the texture, and focus on a few areas of unique detail instead. ATM the metal material has sort of noisey overall feel to it, but doesn't give any concrete area for the eyes to rest. The edging on the metal seems a bit old school to me, you seem to have every edge with a bit of highlight, even in the diffuse. I would like to see some simpliler materials here as marmo really makes that stuff look good, smooth out the diffuse to just basic color and some dirt and keep any scratching/material wear/variation in the spec. Gotta let the material do the talking and worry less about every pixel having detail some times!
A good marmo specific thing to do might be to split the metal materials, cloth, and glass? all into separate chunks(if your geometry would support this) then you can use different spec sharpness(cloth is good, higher on metal and much higher with glass).
EQ: I most defiantly approach a textured from an old school standpoint. Highlight edges till death! I`m reading an interesting article on metal in reguards to spec and how it should be handled:
http://www.neilblevins.com/cg_education/metal_and_refs/metal_and_refs.htm
I`ve learned quite a bit, but I`m wondering if anyone can speak on any sort of viewport, realtime, image based lighting system for max. Does 3ds10 have anything like this?
http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf
As it stands, the project turned out looking great.
looks good