Hi Guys,
Thought I'd document this through a thread.
I'm planning on creating a low poly from this high poly model that I've just finished.
Its heavily based on a actual Warhammer vehicle called the 'Venator', but I've added my own small flourishes to the side, like we all do
Here are some renders and wireframes I've collated over the week.
I used GSG HDRI light kit pro for the scene setup in C4d -
http://greyscalegorilla.com/lightkitpro/
Replies
I'd love to see some color thrown on this thing!
Seriously awesome model and spectacular attention to detail.
- BoBo
Great work!
awesome details and nice render
will u put some texture on?
Its rendered in Cinema4D with GI and AO.
With a main skylight casting area light shadows and two dimly lit omni/point lights just to raise the values in the dark areas, very simple really.
I used a simple metallic shader with high metal spec with very low dispersed reflectivity.
Render time wasn't that long, I did 2 multi passes one with the main hull and one with the wheels, then composited them together in Photoshop, overall render time was about 1hr.
Baked it down using X Normal and Turtle.
Now starting on the hull and tires...
These bakes are coming out nice, will keep a eye out on this one
careful on your inner AO where it is getting really dark right now, you might have to do 2 bakes in order to compensate for that AO darkened inside.
Also, your spotlight (on the turret) seems to have a hard edge or a shading error or something - and if possible, it could use 2 extra sides on the top half because the silhouette there is a wee chunky.
I'm curious though, with a completely irrelevant question. You say it was made in C4D. Are you using C4D to bake? And are those realtime shots from the C4D viewport?
I was a hardcore C4D fan back in the day, in fact it was the software that introduced me to 3D. If you've done the baking / realtime shots all in C4D then it's come a very long way since I was using it
seforin - I'm just going to use Photoshop to reduce some of the heavy AO. thanks.
Snader - I cant disagree, I think I can reduce the loops on the tire, for the
spotlight there is meant to be a hard cut to the side of the spotlight, but the overall silhouette could use a few more divisions. Thanks man.
creationtwentytwo - I wish C4D could do all this, but sadly not. I built the high and low poly in maya and baked the normals in Xnormal. All the low poly grabs are from maya's viewport. But I used C4D for the renders on the first page. Thanks mate.
I'm talking about the red edge, not the green one - the green one should stay.
I've looked at your highpoly and I think I do see a control loop there. But I think it looks weird, broken, and I haven't seen that hard edge on any of the pictures on the interweb, they all have smooth round... visors(?). I suppose it's an intentional change, but it doesn't look like one and I fear people seeing the image will interpret it as a modeling/rendering error.
Hm, I also just noticed that you appear to have an error on the cable guard/sleeve things at the front, at the part where the curve meets the straight part.
None of these things are super huge though, and it can go straight into an AAA title - just pointing out some niggles.