well that part was a bit obvious, i was kinda going for what spaceship, since its part of a fairly popular but old space rts game. witch probly gave this away.
oh wow i didnt even see that post before mine. i was thinking of doing the mothership first but that seems like a lot of work so i went for a interceptor for now.
lol, i was about to mention the woodgrain until i read your comment.
i'm sure you already know, but most guitars are made from quartersawn wood, so the grain tends to go from middle to edge instead of lengthways.
but ibanez are... weird in their manufacturing process, and yours could well defy the norm. either way, that render is fantastic man... i'd love to see some wear and tear on that bad boy though.
just bought me max 2011 and thought i should finally get my head into mental ray... i have to say its not my world - beeing used to realtime rendering (woah its sooo slooooow) or the max scanline as the best rendering solution for me so far...
now gonna add some clothing and stop messing around with stuff i don't understand... why is the photographic exposure control so... hum... fucked up?
Mop: That's a sexy guitar, makes me want to buy one, so I can look at it.
Neox: Hot. Been trying to adapt to Mental ray and its quirky lighting system myself recently. Gave up for the time being, but you did get a pretty good result anyway
Looks like a hand painted toy model.
just bought me max 2011 and thought i should finally get my head into mental ray... i have to say its not my world - beeing used to realtime rendering (woah its sooo slooooow) or the max scanline as the best rendering solution for me so far...
now gonna add some clothing and stop messing around with stuff i don't understand... why is the photographic exposure control so... hum... fucked up?
There are 2 Points to look for if you are using the photographic exposure control:
1.It heavily depends on the sizes of the scene
2.You have to use the MR Lights for it to work correct(not 100% sure about this, but i think it was something like that)
There are 2 Points to look for if you are using the photographic exposure control:
1.It heavily depends on the sizes of the scene
2.You have to use the MR Lights for it to work correct(not 100% sure about this, but i think it was something like that)
1. the scene is not really large, ok she is not 1,60 high but 2meters but even smaller its still superdark, even with MR lightsources, which brings me to 2. most tutorials use photometric or MR area lights, however both no matter what have to be turned suuuuuper bright to have an impact on a standard exposure setting like lets say 1/100 shutter speed, 4 f-stop, 200 Iso, nothing too fancy, still black. So now there are three ways to compensate that, which i know of, first would be turning the lights brighter, so bright the max viewport preview is white, yay superb for previewing. Secondly turning the iso higher, f-stop smaller or raise the shutter speed, so more light can pass through and thirdly its the strange Unitless behaviour, which seems to me like a hack and works pretty much like turning the lights brighter but without the downside of having the scene superbright.
However, no matter which one i chose its grayish, colourless, and lacks contrast in the end, so i tend to turn off the photographic exposure control and just play around in photoshop.
@muzz: i do, but still a minute per image is a minute i have to wait, something that just doesn't exist in realtime :P and of course i know zaps page, a lot of stuff to read still but already helped me a lot
Skamberin: good thats the look i wanted to achieve
nilknarf815: how i approached what exactly?
@Scooby: thats really nice i agree with adam, i think you could improve the shape of the eyes and the flow of the nose further more, the nose looks a bit anorganic with those simple holes cut in it for the nostrils
Spent a little too long on the stock but I think it paid off. The trunnion is fully modeled so I'm going to set it up so that it will actually fold--a small thing, but a nice way to differentiate it from Racer445's original model. And yeah 445 if you're reading this, I will make a donation once I finish this
yes prox, btw any clue what happend to the CA vent? Very nice work btw, your handpainted skills have improved a lot since that blizzard env on the blog.
However, I think the technical realization is rather badly. I'm not trying to step on anyones toes here, and I know that HTML is a fairly boring thing to learn, but right now the site is loading pretty slowly(which isn't much of a big deal this days, I admit) and seems to be incredibly hard to update. I assume you made the site in Photoshop, judging by the way the images load up, so whenever you want to update your site, you have to change the layout and export everything again, right?
Also, lightbox is very fancy, but I think I would prefer a link to another page, that just shows me all the pictures one after another, if I was an art director.
yes prox, btw any clue what happend to the CA vent? Very nice work btw, your handpainted skills have improved a lot since that blizzard env on the blog.
Thanks dude! I've been working really hard at it.
Ethan runs the CA vent now. It got moved to a new server, and isnt really the official vent.
And this is important exactly why? I mean even if there is a few dozen artists from around the globe, who can recognize its source, doesn't really mean players who will be playing whatever game its made for, would care. Unless its bad, or cgtextures licence require artists to produce completely unrecognizable final textures. Which is, as far as I can remember, not true. Oh, and btw I can't recognize it, even tho I spent quite some time on that site
It doesn't matter in the case of an actual production asset but if its for your portfolio it definitely matters. If you want to showcase texture painting skill it should be clear that you worked the photo source material into a surface that you pre-visualized and that you aren't confined to creating surfaces that already exist as photos. When other artists can easily recognize your texture as being close to a straight photo applied to a model it doesn't give them much information about how well you can actually paint a texture.
She looks pretty masculine for a female character. Tone down the tendons in the neck and lighten up on the Adam's Apple a little if you want her to look a little more feminine. Softening the jawline a little couldn't hurt.
CJE: Nice work on that guitar. I was working on one of my own. Never did finish it.
ScoobyDoofus: I love the the look of it. Can't wait till I get on that
LoneWolf: Guy or girl. I love you..lol.. Your work is awesome. I want to ask you so many questions, but I know you probably get that a lot
Fat_Cap: That the lighting is nice and I love the face the most. Everything else is cool to.
nilknarf815: He is wearing a skin tight shirt. Can't really good a good pic for ya
Check out clips. Youtube. Sukiyaki Western. If you have time..
Something ive been working on recently, another starcraft image
Still got some polishing left to do and a moody background would be nice but here goes:
really awesomely wel rendered piece nelis! Im not a fan of the strong outline on the flames or the slightly unbalanced pose but everything else is great
Replies
oh wow i didnt even see that post before mine. i was thinking of doing the mothership first but that seems like a lot of work so i went for a interceptor for now.
lol, i was about to mention the woodgrain until i read your comment.
i'm sure you already know, but most guitars are made from quartersawn wood, so the grain tends to go from middle to edge instead of lengthways.
but ibanez are... weird in their manufacturing process, and yours could well defy the norm. either way, that render is fantastic man... i'd love to see some wear and tear on that bad boy though.
now gonna add some clothing and stop messing around with stuff i don't understand... why is the photographic exposure control so... hum... fucked up?
you wait for ages, and then...
you'll find out that all you've catched is an old boot.
sucks big times
Neox: Hot. Been trying to adapt to Mental ray and its quirky lighting system myself recently. Gave up for the time being, but you did get a pretty good result anyway
Looks like a hand painted toy model.
Dont be afraid to turn down your bounces and resolution to see if you got it right before rendering.
also some reading on MR. http://mentalraytips.blogspot.com/2007/09/famous-mental-ray-myths.html
http://mentalraytips.blogspot.com/
A little sketch project, portfolio piece in the making.
-Frank
Ryan I think you may be on to something with this style. I could tell immediately that it was you, and I love the style that it has.
More?
There are 2 Points to look for if you are using the photographic exposure control:
1.It heavily depends on the sizes of the scene
2.You have to use the MR Lights for it to work correct(not 100% sure about this, but i think it was something like that)
1. the scene is not really large, ok she is not 1,60 high but 2meters but even smaller its still superdark, even with MR lightsources, which brings me to 2. most tutorials use photometric or MR area lights, however both no matter what have to be turned suuuuuper bright to have an impact on a standard exposure setting like lets say 1/100 shutter speed, 4 f-stop, 200 Iso, nothing too fancy, still black. So now there are three ways to compensate that, which i know of, first would be turning the lights brighter, so bright the max viewport preview is white, yay superb for previewing. Secondly turning the iso higher, f-stop smaller or raise the shutter speed, so more light can pass through and thirdly its the strange Unitless behaviour, which seems to me like a hack and works pretty much like turning the lights brighter but without the downside of having the scene superbright.
However, no matter which one i chose its grayish, colourless, and lacks contrast in the end, so i tend to turn off the photographic exposure control and just play around in photoshop.
@muzz: i do, but still a minute per image is a minute i have to wait, something that just doesn't exist in realtime :P and of course i know zaps page, a lot of stuff to read still but already helped me a lot
Skamberin: good thats the look i wanted to achieve
nilknarf815: how i approached what exactly?
@Scooby: thats really nice i agree with adam, i think you could improve the shape of the eyes and the flow of the nose further more, the nose looks a bit anorganic with those simple holes cut in it for the nostrils
(Also there are some horrible bake errors on the stock and the muzzle but i was going to fix those later )
wow man, i really like the idea behind, it was a great actor!
Aye scratches are a bit much...are the on concave surfaces on the clip? That wouldn't happen.
It hasn't come across very well in that but all those surfaces that are scratched on the mag are convex
homeworld 2 intercepter
glad ya like it man,
here's a pic of the diff head states, the likeness isn't exact, but i think it works with the "makeup"
Design looks good. Period.
However, I think the technical realization is rather badly. I'm not trying to step on anyones toes here, and I know that HTML is a fairly boring thing to learn, but right now the site is loading pretty slowly(which isn't much of a big deal this days, I admit) and seems to be incredibly hard to update. I assume you made the site in Photoshop, judging by the way the images load up, so whenever you want to update your site, you have to change the layout and export everything again, right?
Also, lightbox is very fancy, but I think I would prefer a link to another page, that just shows me all the pictures one after another, if I was an art director.
(concept not mine, found it on cghub, forgot the guys name...)
Thanks dude! I've been working really hard at it.
Ethan runs the CA vent now. It got moved to a new server, and isnt really the official vent.
It doesn't matter in the case of an actual production asset but if its for your portfolio it definitely matters. If you want to showcase texture painting skill it should be clear that you worked the photo source material into a surface that you pre-visualized and that you aren't confined to creating surfaces that already exist as photos. When other artists can easily recognize your texture as being close to a straight photo applied to a model it doesn't give them much information about how well you can actually paint a texture.
One of the characters from a cool movie I seen. Sukiyaki Western
Sukiyaki
Swizzle: I'm happy that you got back into sculpting, looks like we are in for a treat.
Icespade: The shirt seems really really thin and tight.
Neox: I what I meant is how did you sculpt the hair, is it done completely in zbrush? Sorry for my noob question, I'm new to 3d.
Alright a pic for talking. A final sketch of my next attempt of modeling.
-Frank
dammit i thought i was getting somewhere. :poly124: i have an awful time with females.
ScoobyDoofus: I love the the look of it. Can't wait till I get on that
LoneWolf: Guy or girl. I love you..lol.. Your work is awesome. I want to ask you so many questions, but I know you probably get that a lot
Fat_Cap: That the lighting is nice and I love the face the most. Everything else is cool to.
nilknarf815: He is wearing a skin tight shirt. Can't really good a good pic for ya
Check out clips. Youtube. Sukiyaki Western. If you have time..
look's great! can't wait to see more on this.
bed time sketch
Still got some polishing left to do and a moody background would be nice but here goes: