Heres a extremely underweight luchador. WOrking on the texture, scrapped the first try, this seems to be heading in the right direction i guess.... (damn i suck ass)
Nice work Marshall. What Kodde said about the BG though, kinda clashes with the style of the characters. Maybe still keep the colours/design, but loose the noisy paper texture.
Im working on a wild west scene to demo my Unity tools.
Its still very WIP but here are some tech fun facts:
Its all dynamic lights except for some lightmapped ambient skylight. The terrain is actually a mesh and the materials are blended with masks which I can directly paint in the editor. The terrain also has a color overlay which I can paint in the editor.
All the trees and grass are painted directly on the terrain mesh in editor and they can be tinted using the color overlay texture. There thousands of grass objects in the scene but they get grouped up and batched into optimized meshes at runtime. They also have multiple levels of LOD and the the drawcalls in the scene are no more than 500 at any location currently.
heres a bullet i made a little while ago, been playing round with rendering and stuff, still trying to get the hang of it.
(edit: lol just noticed that none of them have primers)
Those are some dark shadows, dansher, are you trying to learn how to use vray/mental ray or are you going to try some more real time stuff in the future?
Those are some dark shadows, dansher, are you trying to learn how to use vray/mental ray or are you going to try some more real time stuff in the future?
yeah i know, im using mental ray at the moment, i tried to do something with the shadows but all i was able to do is make them a bit lighter, i think what they need is to be blurred a bit but im not sure how to do that
i do have a real time shader but i dont know how to use it lol so im sticking with mental ray at the moment, i dont have vray
Try using final gathering (+ with grids/planes with white ambient) and getting some lighting bouncing going on, also, use more than 1 light, but you don't need each light casting shadows)
Try using final gathering (+ with grids/planes with white ambient) and getting some lighting bouncing going on, also, use more than 1 light, but you don't need each light casting shadows)
thanks, ill give it ago in a little while, trying to model a knife at the moment having trouble with the blade so at the moment its just a handle lol
ok heres my knife handle anyone have any ideas on how to make the blade? im stumped
i have to say its a very good free program.
i dont have to worry about subdivision, because it automatically extrude everytime i sculp.
multi object support, also import + export obj yay
it has model texture painting too, can be useful for painting textures for your model.
yea, some of those containers can be long as hell. Drug suppliers use to use the really long ones to make weed in. They'd bury them underground to hide them and have like an underground weed production factory in those huge containers. They would bury them out in the middle of nowhere or like a forest where there was tons of snow so it was harder to detect heat levels. Took people forever to realize what was going on.
Looking good Vitor. Maybe reduce the chromatic aberration a bit (I have a tendency overdo it myself).
Render update. Spent all yesterday tracking down an issue that was giving me terrible render times with a noisy result. All fixed now, so time for more creative stuff. I have a lot of work left, but I'm starting to make some progress. Eyes comes next.
Its pretty much done but I might do some last min tweaks / a quick zbrush pass on some parts but since it's a clean show-off / museum piece Im a bit hesitant. The refs are crazy clean and neat.
Looking very nice adamlewis, and I am curious about what made the rendertime monster sized with a lot of noise? Due to the fact that I am a vray user myself. The vray skin shader of yours might also need a bit higher scatter radius in the thinner parts like the ears, perhaps an area specific scatter map is what your're missing?
I'm not sure about other apps, but if you're using Max and have it configured for a linear workflow, you need to setup the color mapping settings in Vray so it correctly samples the image at a gamma of 2.2 (with an inverse of .454). If you don't, Vray will try to sample from the gamma 1.0 output, and won't catch the noise in darker areas, even with a really low noise threshold setting. I originally thought my sample settings were too low, so I increased them, at a huge cost to render time with minimal benefit in quality. Once I sorted out the color mapping settings, I was able to use a lot cheaper sample rate while still achieving a nice clean result. Send me a PM if you need more info.
MOP THAT is ALSO Amazingly Awesome. Looks a lot like an old Ibanez Music Man I had with a Floyd Rose Tremello Bridge. Amazing render! Think you could write us a tutorial on how you rendered that?
Neox - GL With Airborn. HUGE fan of your work, and GL with E3.
Well, here's a new addition to the portfolio:
Started out as some kind of Kit-bashing test thing for a generic character over a year ago.
really nice work guys, some great hard surface stuff
adamlewis - that looks awesome adam, very nice pore detail
jacquechoi - cool character jacque
notorious p.i.g - great train!
Vitor - very nice character, render looks great, just like a toy
marshallbanana - i like the designs, i would paint some more shadow in there and maybe add a little more volume to the face, perhaps subtle gradients down the flat cloth elements?
here is a Tf2 Vip doodle from this weekend
ideas -
Sort of like a turtle, player controlled, map contextual class that can take lots of damage. A super buff class that offers bonuses to all other classes from his transparent case when you get him on your side. How do you get him on your side? bribe with monies or blackmail with pics of him in red sequinned dress. can use Glowing red telephones on the map to negate barriers hindering teams progress/ call in airstrikes.
Once VIP takes a certain amount of damage he can invoke diplomatic immunity. Pull cord to inflate jacket which uberises him and critifys him.
pyro blast VIP ball of death into enemies for much hilarity!
bottle of neuf de pap as melee weapon?
camera in case can be used to take photos of enemy classes, that class takes krit damage.
Atomic bomb case can be detonated by demomen when VIP places it. umbrella deflects bullets?
Spare umbrellas can be gathered from elephants feet.
not really got the hang of the tf2 facial style yet and his silhouette looks kind of bulbous right now but fun so far, sort of based on mr bridger from the italian job and george smiley from the le carre books. Figure he would speak like the duke of edinburgh crossed with matt berry.
I'm not sure about other apps, but if you're using Max and have it configured for a linear workflow, you need to setup the color mapping settings in Vray so it correctly samples the image at a gamma of 2.2 (with an inverse of .454). If you don't, Vray will try to sample from the gamma 1.0 output, and won't catch the noise in darker areas, even with a really low noise threshold setting. I originally thought my sample settings were too low, so I increased them, at a huge cost to render time with minimal benefit in quality. Once I sorted out the color mapping settings, I was able to use a lot cheaper sample rate while still achieving a nice clean result. Send me a PM if you need more info.
Thanks a lot for sharing the info adamlewis. I will give the 2.2 gamma a go. I have had the exact same issue, not getting why the increase of material samples did not get rid of noise. I had a feeling that why the vray sss fast skin material was looking so over-saturated and dark, had to do something with gamma settings that needed to be adjusted. Now I have it confirmed.
Replies
I just googled underbody and found tons.
I always was like "bottom car" "under car" things like that
thnx, now I'm set for the underbody !
Heres a extremely underweight luchador. WOrking on the texture, scrapped the first try, this seems to be heading in the right direction i guess.... (damn i suck ass)
Probably right. Had alot of trouble finding good/any ref. from the front/back, so I ended up winging it. Will do a cleanup tomorrow, cheers.
Where's the ninja dudes right arm?
Another sword concept -
newp :P
Its still very WIP but here are some tech fun facts:
Its all dynamic lights except for some lightmapped ambient skylight. The terrain is actually a mesh and the materials are blended with masks which I can directly paint in the editor. The terrain also has a color overlay which I can paint in the editor.
All the trees and grass are painted directly on the terrain mesh in editor and they can be tinted using the color overlay texture. There thousands of grass objects in the scene but they get grouped up and batched into optimized meshes at runtime. They also have multiple levels of LOD and the the drawcalls in the scene are no more than 500 at any location currently.
G1 Sentinel Prime?
Prima?
Nova Prime?
Or moving down to lower ranked team leaders:
Elita-1 (femme bot leader) ?
Silverbolt ?
Optimal Optimus ?
Razorclaw (Predacon commander) ?
its based off of a 53' high cube design.
http://www.runkleconsulting.com/ShippingContainerHouses/P7090115.JPG
(edit: lol just noticed that none of them have primers)
yeah i know, im using mental ray at the moment, i tried to do something with the shadows but all i was able to do is make them a bit lighter, i think what they need is to be blurred a bit but im not sure how to do that
i do have a real time shader but i dont know how to use it lol so im sticking with mental ray at the moment, i dont have vray
thanks, ill give it ago in a little while, trying to model a knife at the moment having trouble with the blade so at the moment its just a handle lol
ok heres my knife handle anyone have any ideas on how to make the blade? im stumped
reference pic
model
http://www.sculptris.com/
i have to say its a very good free program.
i dont have to worry about subdivision, because it automatically extrude everytime i sculp.
multi object support, also import + export obj yay
it has model texture painting too, can be useful for painting textures for your model.
nope lawl
Very cool style ! Maybe a bit of shadow in the texture will help a bit :P
--
Photoshop + Zbrush =
Render update. Spent all yesterday tracking down an issue that was giving me terrible render times with a noisy result. All fixed now, so time for more creative stuff. I have a lot of work left, but I'm starting to make some progress. Eyes comes next.
maybe tone down the spec on the chubby flesh around the cheeks or up the glossiness, something doesn't quite feel right there
Seems like you're doing well. For a second there I thought it was a photo of a 3d-printed figurine :poly142:
Been playing a bit with Vray today as well:
FumeFX 2.0 with Vray
MOP THAT is ALSO Amazingly Awesome. Looks a lot like an old Ibanez Music Man I had with a Floyd Rose Tremello Bridge. Amazing render! Think you could write us a tutorial on how you rendered that?
Neox - GL With Airborn. HUGE fan of your work, and GL with E3.
Well, here's a new addition to the portfolio:
Started out as some kind of Kit-bashing test thing for a generic character over a year ago.
Just posting it anyways:
adamlewis - that looks awesome adam, very nice pore detail
jacquechoi - cool character jacque
notorious p.i.g - great train!
Vitor - very nice character, render looks great, just like a toy
marshallbanana - i like the designs, i would paint some more shadow in there and maybe add a little more volume to the face, perhaps subtle gradients down the flat cloth elements?
here is a Tf2 Vip doodle from this weekend
ideas -
Sort of like a turtle, player controlled, map contextual class that can take lots of damage. A super buff class that offers bonuses to all other classes from his transparent case when you get him on your side. How do you get him on your side? bribe with monies or blackmail with pics of him in red sequinned dress. can use Glowing red telephones on the map to negate barriers hindering teams progress/ call in airstrikes.
Once VIP takes a certain amount of damage he can invoke diplomatic immunity. Pull cord to inflate jacket which uberises him and critifys him.
pyro blast VIP ball of death into enemies for much hilarity!
bottle of neuf de pap as melee weapon?
camera in case can be used to take photos of enemy classes, that class takes krit damage.
Atomic bomb case can be detonated by demomen when VIP places it. umbrella deflects bullets?
Spare umbrellas can be gathered from elephants feet.
not really got the hang of the tf2 facial style yet and his silhouette looks kind of bulbous right now but fun so far, sort of based on mr bridger from the italian job and george smiley from the le carre books. Figure he would speak like the duke of edinburgh crossed with matt berry.
Thats waay awesome..
Also Marshal, it's really cool to see how you've progressed as an artist. Getting better with every post!
Thanks a lot for sharing the info adamlewis. I will give the 2.2 gamma a go. I have had the exact same issue, not getting why the increase of material samples did not get rid of noise. I had a feeling that why the vray sss fast skin material was looking so over-saturated and dark, had to do something with gamma settings that needed to be adjusted. Now I have it confirmed.
now...must..finish...
I'd love to see more ! It's heartwarming how much personality your designs carry