Organic growth for a game i'm working on that takes place inside a body, going to be rendered out for 2d use in background. Anyone have any good links on how to do nice looking renders?
Organic growth for a game i'm working on that takes place inside a body, going to be rendered out for 2d use in background. Anyone have any good links on how to do nice looking renders?
Organic growth for a game i'm working on that takes place inside a body, going to be rendered out for 2d use in background. Anyone have any good links on how to do nice looking renders?
Honestly, I'd spend some more time on this before worrying about renders. Your brush strokes are still very obvious, and some areas still look unfinished.
I had to use a screengrab as it looks like you saved the original image file incorrectly.
Really push the definition of the details, and think about how the different types of surfaces would blend together. Right now, you've got several areas that haven't been touched at all, and others where your brush strokes are inconsistent and rough. In some areas, they don't flow into one another and look hastily slapped on (the ridge detail on the left curved protrusion / arm thing is a good example of this).
Since it's going to be rendered out eventually, I'd also experiment with different materials to give it a really glistening, wet specular.
It's a cool shape and has a lot of potential - I really don't know why you don't spend more time on your work. Seems like you're always in such a hurry. Spend some time on it, give it some love and take your time.
Thanks for your feedback Swizzle, I'll go over the model again and see if I can improve it. The feathers are a bit annoying so I might get rid of them in a new version Yep Unleashed, I was thinking of getting that more well defined in a rig, but perhaps I need to define the palms further in the sculpting too.
Slaught I got so addicted that I purchased Mudbox 2011, It is worth every penny. Careful the trial will get you hooked
I got inspired by the great work of PhilipK and his great tutorials. Thanks for this buddy. Anyway, I wanted to try this out myself so here we go with a generic sci-Fi wall element. I hope you like it. c&c always welcome.
Hi Guys, thought i'd just share the fruits of my labor for the past 3 days.
Been working on a technical shader for the UDK that procedurally blends in a texture onto a rock mesh based off of that rock's height map in combination with the worldpsace up vector. In addition, there is a parameter that enables you to use a WindSpace and Direction Actor to control exactly what vector angle the snow is going to be blending in on your rock.
This is really useful for something like snow or sand. Included is a 2 part demonstration that shows some of the different parameters of the material, as well as some of the applications it can have on a quick mini environment i have made.
Way to go Virtuosic.. very well done indeed.. I really like how you took the shader to those extra extremes and made the matinee animations, as well as the wind direction speed actor.. very sick dude
I've been working on my normal map for my low poly camera. There's a lot more to be fixed up, but I like where it's going so far. Suggestions welcome
The bake seems to be working fine but the topology could use some work, there are lots of loops that could be removed without loss in detail and other areas that are blocky that could use a few more loops to be rounded out.
thanks felipe and dan, yeah i wasnt quite done in that first shot. Anyways, all the tuts i see talk about exporting multiple images with different lighting setups/materials/settings, but in PS how do i combine them? Multiply layers? Or does it depend on the materials.... hmmmm..
Hi Guys, thought i'd just share the fruits of my labor for the past 3 days.
Been working on a technical shader for the UDK that procedurally blends in a texture onto a rock mesh based off of that rock's height map in combination with the worldpsace up vector. In addition, there is a parameter that enables you to use a WindSpace and Direction Actor to control exactly what vector angle the snow is going to be blending in on your rock.
This is really useful for something like snow or sand. Included is a 2 part demonstration that shows some of the different parameters of the material, as well as some of the applications it can have on a quick mini environment i have made.
part 1
-cut-
part 2
-cut-
Let me know what you guys think
Awesome, i've been thinking about making something like this but the problem
is that props generally do not have heightmaps which makes it a bit more tricky or even impossible to do. Do you have any thoughts on just using a normal map and trying to use it as a heightmap in some way?
thanks felipe and dan, yeah i wasnt quite done in that first shot. Anyways, all the tuts i see talk about exporting multiple images with different lighting setups/materials/settings, but in PS how do i combine them? Multiply layers? Or does it depend on the materials.... hmmmm..
Yeah, man, get them into multiple layers and use different blending modes. Should be pretty intuitive for a couple of passes (AO pass goes above diffuse pass in multiply, for example) but there's also some trial and error, experimentation can get you awesome results.
Awesome, i've been thinking about making something like this but the problem
is that props generally do not have heightmaps which makes it a bit more tricky or even impossible to do. Do you have any thoughts on just using a normal map and trying to use it as a heightmap in some way?
xnormal has a normal to heightmap conversion I believe.
Awesome, i've been thinking about making something like this but the problem
is that props generally do not have heightmaps which makes it a bit more tricky or even impossible to do. Do you have any thoughts on just using a normal map and trying to use it as a heightmap in some way?
just use the AO bake.
you could use the blue channel of the normal map but you'll have to blur and tweak it, since it has information only in the areas of surface change which doesn't necessarily mean that it's only in the recessed parts.
it's actually really easy to implement and not all that expensive but will still look inferior compared to just using a proper AO or cavity bake and might be more expensive than that too.
I'am doing this joan of arc tutorial. again. The first thing i have done after starting 3ds max the first time, i tryed to do this tutorial, but i failed. Now i come back
and do it again, and it's so easy :P This will be my first character.
Prophecies. If you can, I would try to add in a lintel to the walls in the background. They need something to cap them off and make them a little more interesting instead of just a tileable texture on a bsp... maybe even some stuff in the distant background that is visible over the tops like moutains or through the doorways like landscape of some sort. Other than that, and like you said, the floor could use a little more umph. Another great piece!
xnormal has a normal to heightmap conversion I believe.
I know, the problem is not to make the heightmaps but the problem is making a scene with quite a bit of different meshes and props. It might turn out to be too much work for what we need / want. Thanks for your thoughts though
just use the AO bake.
you could use the blue channel of the normal map but you'll have to blur and tweak it, since it has information only in the areas of surface change which doesn't necessarily mean that it's only in the recessed parts.
it's actually really easy to implement and not all that expensive but will still look inferior compared to just using a proper AO or cavity bake and might be more expensive than that too.
the lighting and DOF/focus range is WIP, the character asset definitely isn't (even if it could use some work - like always...).
been playing with rendering game assets out for the folio recently. so far i have almost always used bare viewport screenshots but i'm growing to like to faking it a bit more.
if only the shadows weren't doing some weird stuff in some angles.
how laggy does your compy get on that alien in 3d coat beatkitano, and what are your specs, my compy always feels laggy with voxels, and i think i have cuda enabled too.... 2.5ghz core2quad 8gig ram, 64bit vista, geforce gt230 here
how laggy does your compy get on that alien in 3d coat beatkitano, and what are your specs, my compy always feels laggy with voxels, and i think i have cuda enabled too.... 2.5ghz core2quad 8gig ram, 64bit vista, geforce gt230 here
I don't lag one bit, except when using pose tool.
My comp is i7 960, 12go ddr3, gf gtx 480, 64 bits seven. I call it Mr.monster.
Voxels are great but they suffer from the "all smooth uncreasable clay" syndrome. Polys are still way better for that part (hence zbrush refining)
the lighting and DOF/focus range is WIP, the character asset definitely isn't (even if it could use some work - like always...).
been playing with rendering game assets out for the folio recently. so far i have almost always used bare viewport screenshots but i'm growing to like to faking it a bit more.
if only the shadows weren't doing some weird stuff in some angles.
just a couple thoughts from a first impression:
the sunglasses don't look like they are resting on her nose/head, but rather like they've been comp'd in in ps (albeit quite well). just about everybody I've seen with this kind of outfit would have the arms tucked in under the bandana to hold them in place.
The hair looks... weird. and actually looks more like a lot of thin stringy wet leaves mushed together.
The face is brilliant and I quite like the lighting.
Replies
Made from a cube.
I´m liking it so far, gotta try out that sweet posing toolset.
This might help.
http://www.zbrushcentral.com/showthread.php?t=79772
RavenSlayer: is she unhappy because she lost her jumper?
CYLON BATTLESHIP :O Looks nice.
Honestly, I'd spend some more time on this before worrying about renders. Your brush strokes are still very obvious, and some areas still look unfinished.
I had to use a screengrab as it looks like you saved the original image file incorrectly.
Really push the definition of the details, and think about how the different types of surfaces would blend together. Right now, you've got several areas that haven't been touched at all, and others where your brush strokes are inconsistent and rough. In some areas, they don't flow into one another and look hastily slapped on (the ridge detail on the left curved protrusion / arm thing is a good example of this).
Since it's going to be rendered out eventually, I'd also experiment with different materials to give it a really glistening, wet specular.
It's a cool shape and has a lot of potential - I really don't know why you don't spend more time on your work. Seems like you're always in such a hurry. Spend some time on it, give it some love and take your time.
Slaught I got so addicted that I purchased Mudbox 2011, It is worth every penny. Careful the trial will get you hooked
I work on a part for a modular church.
First screen in UDK, the other on maya viewport. 1192 tris.
A WIP UDK Enviro. Any Crits are more than welcome.
By prophecies at 2010-08-08
Been working on a technical shader for the UDK that procedurally blends in a texture onto a rock mesh based off of that rock's height map in combination with the worldpsace up vector. In addition, there is a parameter that enables you to use a WindSpace and Direction Actor to control exactly what vector angle the snow is going to be blending in on your rock.
This is really useful for something like snow or sand. Included is a 2 part demonstration that shows some of the different parameters of the material, as well as some of the applications it can have on a quick mini environment i have made.
part 1
[ame]http://www.youtube.com/watch?v=otedqKHET1w[/ame]
part 2
[ame]http://www.youtube.com/watch?v=sXl3z_Zcyck[/ame]
Let me know what you guys think
This is such a great way of demonstrating this shader! This should get a lot of people excited man, glad you chose to pimp some of it
Let me know what you think
Here's another obligatory space pew pew shot. Only content in the screeny I didn't make is the Raptor model/tex.
The bake seems to be working fine but the topology could use some work, there are lots of loops that could be removed without loss in detail and other areas that are blocky that could use a few more loops to be rounded out.
And another...
I'll get back to more traditional Polycount suitable art at some point, I promise -.-
NICE ONE love the xenomorph!
Awesome, i've been thinking about making something like this but the problem
is that props generally do not have heightmaps which makes it a bit more tricky or even impossible to do. Do you have any thoughts on just using a normal map and trying to use it as a heightmap in some way?
Creepy owl men. Pretty mysterious if you ask me.
Yeah, man, get them into multiple layers and use different blending modes. Should be pretty intuitive for a couple of passes (AO pass goes above diffuse pass in multiply, for example) but there's also some trial and error, experimentation can get you awesome results.
xnormal has a normal to heightmap conversion I believe.
just use the AO bake.
you could use the blue channel of the normal map but you'll have to blur and tweak it, since it has information only in the areas of surface change which doesn't necessarily mean that it's only in the recessed parts.
it's actually really easy to implement and not all that expensive but will still look inferior compared to just using a proper AO or cavity bake and might be more expensive than that too.
and do it again, and it's so easy :P This will be my first character.
Gonna make a thread for this guy soon.
Ignore the chest and shoulders, there will be armor covering up the fail.
I know, the problem is not to make the heightmaps but the problem is making a scene with quite a bit of different meshes and props. It might turn out to be too much work for what we need / want. Thanks for your thoughts though
Interesting stuff, i will look into this. Thx
the lighting and DOF/focus range is WIP, the character asset definitely isn't (even if it could use some work - like always...).
been playing with rendering game assets out for the folio recently. so far i have almost always used bare viewport screenshots but i'm growing to like to faking it a bit more.
if only the shadows weren't doing some weird stuff in some angles.
I don't lag one bit, except when using pose tool.
My comp is i7 960, 12go ddr3, gf gtx 480, 64 bits seven. I call it Mr.monster.
Voxels are great but they suffer from the "all smooth uncreasable clay" syndrome. Polys are still way better for that part (hence zbrush refining)
just a couple thoughts from a first impression:
the sunglasses don't look like they are resting on her nose/head, but rather like they've been comp'd in in ps (albeit quite well). just about everybody I've seen with this kind of outfit would have the arms tucked in under the bandana to hold them in place.
The hair looks... weird. and actually looks more like a lot of thin stringy wet leaves mushed together.
The face is brilliant and I quite like the lighting.