For some reason MRay hits the lowpoly mesh during baking...if you add an edit Poly Modifier beneath the Projection modifier and hide all polys in there, you solve that problem...I think it doesn't happen anymore in Max2011, but I am not too sure about it---
MadArtist - displacement modifiers like which? Can you post a close up and maybe a wire and or some explanation, would be great to know how you handle this. Looking forward to the bake!
dansher - I feel special now :P Keep at it!
Neox - cool little feller! Curious how he comes out in unity. and yeah .. I DO WANNA!!
JFletch - looks great, and that picture you posted sure goes all out! are you looking to add that much to it? will be interesting to see for sure!
EricV - nice references, sweet luger. I just seen your work thread .. VERY nice !! Gonna spy some more at your images!
Breakneck - starting to look great, i like the colors and the rust. You did add some geo to the front wheel right? Looks way better.
MadArtist - displacement modifiers like which? Can you post a close up and maybe a wire and or some explanation, would be great to know how you handle this. Looking forward to the bake!
Not at the computer today that has that to take some screenshots, but basically what I did in Max was draw out a spline where the welding would be, convert it into an rectangular renderable spline with a lot of segments and steps, turbosmoothed it, and then added a displace modifier using a map that comes in Maxs default textures (concgray.jpg) then added a turbosmooth on that. Then just tweak it with a Push modifier if need to be to get it snug against the mesh. Would be easier to just sculpt it in Zbrush for sure, but since I haven't installed it on my computer here yet I had to be creative. Probably a million better ways to do this :P
Much better, but hold your hand out straight palm facing you, and you notice the pinky ends just below the last finger last joint, and sort of in line with the last joint on the index finger.
As it is now, it slightly too long and almost the same length as the index finger
For some reason MRay hits the lowpoly mesh during baking...if you add an edit Poly Modifier beneath the Projection modifier and hide all polys in there, you solve that problem...I think it doesn't happen anymore in Max2011, but I am not too sure about it---
Wow thanks! Knew something weird was happening, got Sierpinski's Gasket rendered on the diffuse, which looked awesome but wasn't what I was aiming for.
finger size and all that depends on the person. My pinky is shorter than that. With all fingers aligned, my pinky is between first and second joint of my index finger. In a relaxed position, it almost lines up with the second joint. So it differs.
You problem isn't length I don't think. You're problem is that the pinky is shifted down on a hand. Like, look at the spacing between your fingers. If you connect it, it doesn't draw a straight line but more of a curve that gets really steep towards the pinky. Check the reference above you to see what I'm saying. You're pinky seems to be the right size, but just too high.
Agree with Kewop, but as it stands now it is much better than the previous two.
For the position of the pinky, look at the ref i posted, see how the knuckles for the first 3 fingers are roughly on the same line, yet the pinky is a little further down.
And follows a curve. The joints on the fingers don't line up in a straight line, the make a slight arc as Kewop mentioned, with the arc curving more towards the pinky
got this far tonight... a static mesh, some lighting a fairly fancy material and some rendering pipeline exploration... tomorow post effects and lenzzzzzflares
Is there any chance could we see your process of getting your rust to look like that, maybe the brushes you use etc.
Right now I'm in a slump with making rust look like rust... and I'd love to try and nail some sort of technique down to get somewhat believable rust from painting instead of using icky photorefs (when I can).
Orange Box doesn't have colored spec and they updated Ep. 1 to use the same version of the engine as Ep. 2.
Are they using an outdated version of Source?
Afaik the SDK is split into ep1 and orangebox, theyre using ep1. Ep2 is orange box engine afaik.
But yeah while there's no coloured spec, if they were using ob i could have mixed in an envmap as well as potentially use a lightwarp to fake it. That's what I meant.
Is there any chance could we see your process of getting your rust to look like that, maybe the brushes you use etc.
sorry to let you down mate, but i couldn't for the life of me get rust to look believable like this without using photosource. Yes, there was a lot of tweeking in photoshop, but the rust is a result of around 5 - 10 photo sourced textures used as overlays and other various layer styles . . .etc. etc.
plus and minus buttons look a little off, and the analogue stick nub seems a bit too small. You might want to think about making some SSS shaders for the different types of plastic too, as some of it is too thin to get the lighting effect you have here.
Oh and my wii controllers are covered in years of ground in potato chip artificial flavouring, go for realism!
thanks for your advices :-)
I looked far to long on this reference ^^
hopefully it is so good that i can now move on on the big project where the hand will be used
sure! millenia...
but its a fast and dirty mesh dont look to closely ^^
thank you hawken!
if i had some freetime i will change that stuff!
it must be done in a short time...no renderingexperimentation time :P
thx for the advise...:thumbup:
Replies
This is pretty damned cool if you ask me (which you didn't :P ). It looks like you crossed a StormBoyz WH40K Ork with the Mass Effect Geth.
No way, it looks more like a Geth with ex Tau Commander Far Sight.
Thanks for the compliments & guesses guys, it's actually fanart of Browny, one of the playable characters from Contra Hard Corps on Sega Genesis!
and ma luger, think im finished with the texture, just went back to it today and made the grip wood, n added a few more scratches n stuff\
dansher - I feel special now :P Keep at it!
Neox - cool little feller! Curious how he comes out in unity. and yeah .. I DO WANNA!!
JFletch - looks great, and that picture you posted sure goes all out! are you looking to add that much to it? will be interesting to see for sure!
EricV - nice references, sweet luger. I just seen your work thread .. VERY nice !! Gonna spy some more at your images!
Breakneck - starting to look great, i like the colors and the rust. You did add some geo to the front wheel right? Looks way better.
Slooooooooooooooooooooow progress...
Just some tip I think will help to bring out the douchebag some more. Possibly moving towards Ponce territory here, but whatever.
Some ref:
Behold the lamighty Bogdanov brothers, Doctors in douchebaggery !
some more ref?
I´m not so familiar with guns but i think it is similiar to the Baretta 92FS?
Not at the computer today that has that to take some screenshots, but basically what I did in Max was draw out a spline where the welding would be, convert it into an rectangular renderable spline with a lot of segments and steps, turbosmoothed it, and then added a displace modifier using a map that comes in Maxs default textures (concgray.jpg) then added a turbosmooth on that. Then just tweak it with a Push modifier if need to be to get it snug against the mesh. Would be easier to just sculpt it in Zbrush for sure, but since I haven't installed it on my computer here yet I had to be creative. Probably a million better ways to do this :P
thats looking pretty nice Harry. Im curious...I know the grip is plastic, but what about the rest of the gun?
As it is now, it slightly too long and almost the same length as the index finger
Wow thanks! Knew something weird was happening, got Sierpinski's Gasket rendered on the diffuse, which looked awesome but wasn't what I was aiming for.
what strange hands we all have ^^
i think the pinky looks now more natural..
You problem isn't length I don't think. You're problem is that the pinky is shifted down on a hand. Like, look at the spacing between your fingers. If you connect it, it doesn't draw a straight line but more of a curve that gets really steep towards the pinky. Check the reference above you to see what I'm saying. You're pinky seems to be the right size, but just too high.
For the position of the pinky, look at the ref i posted, see how the knuckles for the first 3 fingers are roughly on the same line, yet the pinky is a little further down.
And follows a curve. The joints on the fingers don't line up in a straight line, the make a slight arc as Kewop mentioned, with the arc curving more towards the pinky
spec is source episode 1 engine. No coloured spec and no combination specular/env map. Told the guy to move to orange box. Wont.
So yeah it's gunna look a little like plastic even when finished.
Another quick character concept i did!
oh and i did a lil tiny step by step without any useful text ;( woops!
Are they using an outdated version of Source?
got this far tonight... a static mesh, some lighting a fairly fancy material and some rendering pipeline exploration... tomorow post effects and lenzzzzzflares
Is there any chance could we see your process of getting your rust to look like that, maybe the brushes you use etc.
Right now I'm in a slump with making rust look like rust... and I'd love to try and nail some sort of technique down to get somewhat believable rust from painting instead of using icky photorefs (when I can).
Great work as well!
Afaik the SDK is split into ep1 and orangebox, theyre using ep1. Ep2 is orange box engine afaik.
But yeah while there's no coloured spec, if they were using ob i could have mixed in an envmap as well as potentially use a lightwarp to fake it. That's what I meant.
here ya go this is another scene i did, i think in a couple of weeks i will start a new one fresh and post it on here
@Papa_Austin: Any particular reason why you seem to be upressing a low res image for that? It's sexy but looks pretty pixelated at full resolution.
sorry to let you down mate, but i couldn't for the life of me get rust to look believable like this without using photosource. Yes, there was a lot of tweeking in photoshop, but the rust is a result of around 5 - 10 photo sourced textures used as overlays and other various layer styles . . .etc. etc.
plus and minus buttons look a little off, and the analogue stick nub seems a bit too small. You might want to think about making some SSS shaders for the different types of plastic too, as some of it is too thin to get the lighting effect you have here.
Oh and my wii controllers are covered in years of ground in potato chip artificial flavouring, go for realism!
thanks for your advices :-)
I looked far to long on this reference ^^
hopefully it is so good that i can now move on on the big project where the hand will be used
but its a fast and dirty mesh dont look to closely ^^
thank you hawken!
if i had some freetime i will change that stuff!
it must be done in a short time...no renderingexperimentation time :P
thx for the advise...:thumbup:
little update on my unity project