Neox: love the shapes on his beard
build: you nailed the proportions and it's going to look great
skylebones: very cool. You have to do a scene with it.
I finished the rigging on the characters I was working on and built a quick base.
Neox: love the shapes on his beard
build: you nailed the proportions and it's going to look great
skylebones: very cool. You have to do a scene with it.
I finished the rigging on the characters I was working on and built a quick base.
Sandro... shit man, i'm glad you pointed that out... i've been staring at that so long that i didn't realize i forgot to import my tweaked shader into the scene... omg... facepalm!
Firebert: That's looks sweet man! I love the face!
My only suggestion would be to possibly give some of the black metal areas a slightly lighter color, and maybe work on some stronger specular highlights on the edges so they stand out more. Its just really hard to see any detail in the suit, because its all so dark. I think some specular highlights on the edges would help pull the forms out more.
BTW: How did you render that?
Thanks Brad! I adjusted the shader and put in the revised skin shader that I forgot to import.
I edited the post with the render I just pulled.... let me know your thoughts....
I'm using MR for the render, and I've been fighting the damn MIA materials like a nobody's business... it's quite a different scenario from dialing in your spec and gloss maps... sometimes the shaders would literally bake the textures to the point of no matter what changes you made to the shader or the textures, it would remain unchanged in the renders. super annoying and a lot of drinking. but the timeline on the challenge was long, not a lot of pressure to finish, and i wanted to try some different shading stuff for a change. i won't be going back to using them for a while though. not fun.
an the armor from the ref i found isn't very specular tbh... pretty flat diffused metal. couldn't really match it though... failed that one imo.
undoz: seeing your textures on zbrushcentral, you could try to overlay a simple 4x4 checker with 3-5% on the cloth parts, it really works wonders some times
also spec and dif, you could test around where you need what intensity, but normally i end up using 3 or 5% depending on your texturesize a 2x2 checker will do, but when i do anything over 1k a 4x4 works better and holds up a bit better with mipmapping, but its really just a very subtle effect
Thanks It's not 100% done yet though (still tweaking textures). The engine it's for is from 2004, so it handles things really wonky and I have to blow out shit for it to show up properly. Right now it's using diff/spec/lum/bump (doesn't support norms).
a bit stuck in my learning curve so finishing all older models..reworking the high poly now..im newish at this btw..well to the more professional 3d apps...(3ds max)
Some more progress shots of a scene I am working on. I finished a second pillar and tweaked some things on the first one if any of you even remember it.
Replies
gauss, makoa, Jackwhat - Wonderful paintings, all of them just found their way to my inspiration folder.
Psky0 - That is a beautiful head study. Would it be possible to see some wires sometime.
build: you nailed the proportions and it's going to look great
skylebones: very cool. You have to do a scene with it.
I finished the rigging on the characters I was working on and built a quick base.
This.
This is amazing.
Perhaps have the BG a tad brighter to make contrast with the shirt?
Finished with my "Bust a Move" entry. Will be interesting to see the results.
Undoz - thats so awesome, excellent lighting
working on my entry to the abominable snowman sculpting challenge over at 3dtotal
Im 5 hours in and got another 5 hours to fix/finish him up
AimBiZ: that's awesome. I agree with out about the bg, but I'm too lazy to change it
gavku: 3ds max's scanline. front light plus 2 blue rims plus ambient. Fresnel env ref map for the hair/fur.
Crazyfool, looking very nice already! keep it up
@aimBIZ: that is horrifying but I love it!
character for a 3 minute animation i gotta do for class. i'll start a thread eventually....
I think skin saturation could be toned down a tad.
like http://img191.imageshack.us/img191/4020/satob.jpg
Maybe some specularity breakup too
You posted a Lensflare!
My only suggestion would be to possibly give some of the black metal areas a slightly lighter color, and maybe work on some stronger specular highlights on the edges so they stand out more. Its just really hard to see any detail in the suit, because its all so dark. I think some specular highlights on the edges would help pull the forms out more.
BTW: How did you render that?
I edited the post with the render I just pulled.... let me know your thoughts....
I'm using MR for the render, and I've been fighting the damn MIA materials like a nobody's business... it's quite a different scenario from dialing in your spec and gloss maps... sometimes the shaders would literally bake the textures to the point of no matter what changes you made to the shader or the textures, it would remain unchanged in the renders. super annoying and a lot of drinking. but the timeline on the challenge was long, not a lot of pressure to finish, and i wanted to try some different shading stuff for a change. i won't be going back to using them for a while though. not fun.
an the armor from the ref i found isn't very specular tbh... pretty flat diffused metal. couldn't really match it though... failed that one imo.
Sure, there you go
I didnt bother fixing the distortion on the neck =/.
And yes the ears need more work Sandro, i just tacked them on at 2 am and did only minor tweaking before going to bed.
Nice one Psyk0, ears look a bit flat though, as if they were modeled in side view and didn't receive enough love and care in persp
maybe less spec on the face? doesn't even look sweaty more waxy or something, sweet stuff
Part of the railing for the second floor balcony for that other building I posted a little bit ago.
Edit:
Still rough, but I'm takin my time Need to make meshes with small window holes next...
kodde awesome cgfxshader used
thread here:
http://boards.polycount.net/showthread.php?t=70411
undoz: seeing your textures on zbrushcentral, you could try to overlay a simple 4x4 checker with 3-5% on the cloth parts, it really works wonders some times
ok worked a bit further on garrido
The model is coming along nicely
posted this in the speed model thread but worked on it some more.
LOLLLLLLL @ maxim tractor
Probably needs some kind of background to really make the lensflare pop... maybe a weapon of some sort
Combobreaking the awesomeness by posting another halfassed lipsync animation.:)
http://vimeo.com/9743410
and duck also!
that's a really cool ship design vassago!
too $hort study --
Working on an apc for a small diorama piece.
wtb u guys are amazing!
Some more progress shots of a scene I am working on. I finished a second pillar and tweaked some things on the first one if any of you even remember it.
Neox: another strong character, looking sweet
turpedo: nice work. where are those shots from ? shading looks kindof bordserlandsy