not worth it's own thread, renders of my final in my 3d modeling class. It was supposed to be christmas themed, so I did santa's workshop.
Noors: Heh, didn't see your post. Thanks bro! Unfortunately my current computer can't handle any recording software. I should have a new rig around Christmas time, I hope.
Dammit makkon, that's just so awesome. Did you design the whole thing?
I don't know how much further you're willing to take this but personally I'd love to see it textured and in real time. You have all the modeling done anyway...
dur23: Haha, it's peppermint; you like peppermint?
felipefrango: Thanks! Yeah, it's an original design, my inspiration was some Russian Orthodox churches in Moscow (those things are festive!). I hadn't actually thought of getting it ingame, but it's completely possible. I had to do all of the modeling on my brother's machine and at school, maybe when I finally get my new rig I can get it into UDK.
There's a lot of things I've wanted to do while waiting on that machine.
Peris: Thanks, bro!
Ferg: Haha, thanks! We still need to hang out, man
warby: Thank you! I rendered it with Mental Ray in Maya, using their default physical sun and sky setup.
pior> looks cool dude. How you gonna attach the left hand? Epoxy? I've found that if you don't build the armature with the hands attached you're gonna be fudged in terms of getting it 'just right' afterwards (especially open hands). I'm guessing there is a plan to it all though ;D
Working on this stone, base mesh made in 3dsmax highpoly in zbrush and baking made with xnormals, but i get this werry visible seames on the normal maps is it becours i have seames there on the unwrap or is it some option/setup that is wrong plz help!
Working on this stone, base mesh made in 3dsmax highpoly in zbrush and baking made with xnormals, but i get this werry visible seames on the normal maps is it becours i have seames there on the unwrap or is it some option/setup that is wrong plz help!
Might have to do with green (y) channel on your normal map. There should be an option in max to flip it (I know at least there's an option in Xoliulshader for it). If not, you can always rebake with x-normal and flip the y before your bake. Or it's a completely unrelated problem, hard to tell from that screenshot. What do the other seams look like?
Its not really anything too serious, and we're rushing to bang something together for this friday, lol. So there is not a lot to be seen. I'll post some updates here and in my sketchbook as I finish stuff, if its passable for public scrutiny, lol.
@duncan - nice work man, sweet ass proportions @striker - ahahaha man, I love that dude @terrabite - i really like the panda print
wippy spaceman textures/pose
is too awkward presented upside down?
Nice work, but yeah the presentation isn't working that well. Just maybe have him floating more sideways or add more floating props like tubes, tools or space rocks and debris to get a scene that he's in space. Keep up the good work!
daphz - It doesn't work because its 180 degrees upside down. A less upside-downy angle would help a lot, as well as context (more floaty stuff, background image). Even then, I think it'd confuse the viewers eye more because eyes are not used to upside-down.
That's got to be the sexiest oil barrel I've ever seen, racer. Any chance you could post texture flats? I'd love to see how you worked the specular map, it seems it's where you usually pour your magic.
Also these straps on the jacket's front look kinda unattached and glued on. Works on the arms on the front it looks weird, imo.
But the general quality is great - loving the clothes fold work
Might have to do with green (y) channel on your normal map. There should be an option in max to flip it (I know at least there's an option in Xoliulshader for it). If not, you can always rebake with x-normal and flip the y before your bake. Or it's a completely unrelated problem, hard to tell from that screenshot. What do the other seams look like?
I hade the flip green channel ticked in Xoliulshaders shader so when i unticked it it did go away so thank you. :thumbup::poly108:
Im pretty much done with this stone just need to make a better specular map for it. But i dont know how to make it the right way. Anyone that could help me by linking to a tutorial or something?:icon15:
Anyone that could help me by linking to a tutorial or something?
Hey S-ource my friend asked me the same thing the other day, I came up with this technique a couple of months back. It's not to difficult either, check it out: [ame]http://www.youtube.com/watch?v=yZiJ4yxOJVg[/ame] Sorry no talking to guide you through, but I don't think any of the techniques will be out of your depth. Let me know what you think.
Hey S-ource my friend asked me the same thing the other day, I came up with this technique a couple of months back. It's not to difficult either, check it out: http://www.youtube.com/watch?v=yZiJ4yxOJVg Sorry no talking to guide you through, but I don't think any of the techniques will be out of your depth. Let me know what you think.
Thanks for showing me this helpd altille did not work as good on stone material as on wood, good and easy technique but i think you could do alot more on your spec then that.
Thanks for showing me this helpd altille did not work as good on stone material as on wood, good and easy technique but i think you could do alot more on your spec then that.
Oh yeh definitely, this works best if you have layers of colours so you can change them individually. Even after use though to make it perfect it still needs some adjustment. Good luck with the boulder.
Replies
Noors: Heh, didn't see your post. Thanks bro! Unfortunately my current computer can't handle any recording software. I should have a new rig around Christmas time, I hope.
I don't know how much further you're willing to take this but personally I'd love to see it textured and in real time. You have all the modeling done anyway...
felipefrango: Thanks! Yeah, it's an original design, my inspiration was some Russian Orthodox churches in Moscow (those things are festive!). I hadn't actually thought of getting it ingame, but it's completely possible. I had to do all of the modeling on my brother's machine and at school, maybe when I finally get my new rig I can get it into UDK.
There's a lot of things I've wanted to do while waiting on that machine.
Peris: Thanks, bro!
Ferg: Haha, thanks! We still need to hang out, man
warby: Thank you! I rendered it with Mental Ray in Maya, using their default physical sun and sky setup.
Thats great Pior!!
Your castle looks delicious makkon. :thumbup:
pior> looks cool dude. How you gonna attach the left hand? Epoxy? I've found that if you don't build the armature with the hands attached you're gonna be fudged in terms of getting it 'just right' afterwards (especially open hands). I'm guessing there is a plan to it all though ;D
Once I get my new Marmoset up and going I am going to continue with this guy.
Just some sculpting fun.
Might have to do with green (y) channel on your normal map. There should be an option in max to flip it (I know at least there's an option in Xoliulshader for it). If not, you can always rebake with x-normal and flip the y before your bake. Or it's a completely unrelated problem, hard to tell from that screenshot. What do the other seams look like?
The lighting, the design, the colors, all is so damn cool !
Is the jump for santa to take off ?
[ame]http://www.youtube.com/watch?v=Q2GETXDXex4[/ame]
Crosspost from sketchbook..
Its not really anything too serious, and we're rushing to bang something together for this friday, lol. So there is not a lot to be seen. I'll post some updates here and in my sketchbook as I finish stuff, if its passable for public scrutiny, lol.
Little update.
Here's an update on the head and a quick paint over for a suit design... suck at mech stuff (and yes, that will be panda face paint.)
something im working on atm
@striker - ahahaha man, I love that dude
@terrabite - i really like the panda print
wippy spaceman textures/pose
is too awkward presented upside down?
Based on some image i googled sorry if its your design!
@ TerraBite: I really love what is going on in that paint over.
@ STRIKER : HAHAHA awesome. I dig his expression and the little top hat too.
@ daphz : Wicked spaceman. Any plans for a background?
Last update from me for today. Thanks again everyone.
Nice work, but yeah the presentation isn't working that well. Just maybe have him floating more sideways or add more floating props like tubes, tools or space rocks and debris to get a scene that he's in space. Keep up the good work!
How about something upside-up, yet still floaty?
*checks the awesomness in this thread
*opens max and gets to work mumbling.
Yeah just a regular day.
Edit: Also, what shader are you using there?
Also these straps on the jacket's front look kinda unattached and glued on. Works on the arms on the front it looks weird, imo.
But the general quality is great - loving the clothes fold work
Hey S-ource my friend asked me the same thing the other day, I came up with this technique a couple of months back. It's not to difficult either, check it out: [ame]http://www.youtube.com/watch?v=yZiJ4yxOJVg[/ame] Sorry no talking to guide you through, but I don't think any of the techniques will be out of your depth. Let me know what you think.
Oh yeh definitely, this works best if you have layers of colours so you can change them individually. Even after use though to make it perfect it still needs some adjustment. Good luck with the boulder.