This is a creature I made for a school exercise I had to mix an animal with a human.
It's a rhino mixed with a human, first i did some research about the skin, rhino's have a very thick skin and they have allot of wrinkles.
Chai> Looks interesting. Sounds like it's very similar to what I'm doing with my old "EyeShaderSimple". What I did in mine is to use a spherical eye which had been flattened at the front tip where the lens would be. This model would use a normal map which would be baked from a spherical shape. I used the normal map for specularity and reflections, and the geometry normals only for diffuse and ambient lighting. This would make the lighting seem to differ from the lens/eyeball shape which was what I wanted to achieve.
My conclusions and reasons for wanting this effect is the fact that the point where the specular ends up is most of the time not the same point you want the iris to be lit, it all depends on the light rays angle. This image which was posted earlier in this thread shows this clearly. Look at the image at the very bottom. See how the specular highlight is on the right side, and the the lit parts of the iris is on the opposite side? You wont get that with just a spherical eye with no form of lens or shader to mimic it.
Your eyes look nice. Any faking of ao/shadows near the lids? If you want more realistic I'd probably make the irises a bit smaller I think.
Cheers, ye that's exactly how I did it, baked spherical shape.
I didn't get to AO on that one due to the heavy facial animation, maybe next time.
Dude that is awesome, thank for explaining this.
But ... I guess you could just inverse the spherical normals so get the shading opposite to the highlights ?
I guess that's just me, but I would even use 2nd normalmap if I had to, because it's so much easier to setup, and don't need much polycount to get smooth reflection cast .. but I guess there's always more than one method in 3d work.
Would love to have some insight on your shader ! would that bother you to explain it a little ?
Repost for awesomeness, too !
Cheers Scythe, well it's simpler than it looks :
The right part "custom reflect vector" are just nodes for making the reflection/specularity be able to use the normalmap (which is like outer spherical shape) faking the lens look.
Diffuse uses no normalmap (though from above post I probably should have inversed the lens, or used 2nd normalmap)
Reflection part in bottom left, are nodes to accentuate the highlights in cube map and dim the regular areas. (otherwise you won't see the iris)
Reason I mix specularity and reflection, is because reflection used nice and predictable static cubemap, so the spec was in a way the dynamic highlights from the environment.
Keen: thanks man! going to suss out the details as I work in 3D, there's always something more when you actually have the thing in front of you. Already a few adjustments have been made.
as for the game, it's called Animal Memory, building it in UDK. it's a first person survival picaresque, which is a cute way of saying you have to scavenge supplies and then pick which direction to travel in. not open world, but your choice of which levels you visit. i posted a teaser trailer in this thread, but on account that it got buried at the very bottom of a page, i don't feel bad about reposting
Hey there everyone! This is my first model I've done, I don't think I'm finished yet, but I figured I would check out some tuts for blender and decided to see about starting simple.
Anyways, here's a telescope I'm working on.
I was wondering if anyone knew why the texture is stretched on like the top half of the 'leather' parts?
Chai> No problemo. There's probably several ways to achieve the same effect, as you said, spherical shape with indented normals for the diffuse light might work as well. Although, I think I would go with the other way around since I would prioritize the shape and diffuse light on the iris, and put the reflections and specular secondary. Either way, as long as you take this into account at all I think your on the right path to good looking eyes.
Nice Work Chai! Would love to hear more about your workflow as I havent gotten to the eyes on this character ATM.
What I was working on during Curts Stream:
I don't understand whats going on in this image, are the ceiling and walls made of water? If that's an effect of light coming out of the big dais on the wall, then you really need some shadows to show that. If the room itself is turning ethereal or something, then you need something else to demonstrate that. If we (the viewer) are underwater, then there should be a similar effect across the objects in the room with us, and maybe some distortion of the view of the room itself.
However, the models and textures are looking pretty cool.
Was working on this, based on the ToTC WoW concept:
Some things I'm not happy with: the snow piles and some of the texture work.
I wanted to keep the scene fairly lowpoly, but I do think certain areas need a few more faces added in to round it off a bit. But I will revisit these once I'm done with another scene .
I left out the "stripped" version of the revolver (thought it's seen in my portfolio). But there's a half-size pickup-LOD (mirrored, I notice. El oh el...)on the bottom here, together with the ammo and upgrade pickups. The map size for the ammo box and its is 256*256 whereas I fitted in the bullets (somewhat more high-res) for the reload animation on the gun's 2048 maps.
havent posted in awhile guys been busy workin on this island project for Miami.
More to come soon.
Rendered in Mental Ray and got aerial from Google Earth
Water is an Arch and Design shader with a mix of aerial and water shading
Using DayLight System. Ps this is not straight some color correction done in PS
This is shot is mostly a proof of concept to the client of what the final Animated camera will look like, cars, more trees, boat and textured bldgs to be added
I left out the "stripped" version of the revolver (thought it's seen in my portfolio). But there's a half-size pickup-LOD (mirrored, I notice. El oh el...)on the bottom here, together with the ammo and upgrade pickups. The map size for the ammo box and its is 256*256 whereas I fitted in the bullets (somewhat more high-res) for the reload animation on the gun's 2048 maps.
That is the big round thing? :P Almost makes me think of an electromagnet or something... Probably isn't though, since lead(the bullet) isn't ferrous(magnetic). :poly124:
The MP41 will look really really good with a slightly darker wood and darker metal. It will really improve the overall look! But regardless still looks great!
Here's a campfire that I made today. And since I've recently installed an ase. exporter I tried it out in UDK and it doesn't look too bad! Just need to learn how to use the game engine better.
Edit: Also an attempt at a tropical plant. I think my textures are too low resolution though!
Replies
Oh man awsome as always!
It's a rhino mixed with a human, first i did some research about the skin, rhino's have a very thick skin and they have allot of wrinkles.
http://artofguti.blogspot.com/
I'm calling this one done, need to move on to my senior final.
[ame="http://www.youtube.com/watch?v=3BoVy7Zon4Y"]UDK Smoke effect - YouTube[/ame]
Biofrost I love the balance of clean panels and detailed sections. Brilliant.
Her arms look a little short to me...
Cheers, ye that's exactly how I did it, baked spherical shape.
I didn't get to AO on that one due to the heavy facial animation, maybe next time.
Dude that is awesome, thank for explaining this.
But ... I guess you could just inverse the spherical normals so get the shading opposite to the highlights ?
I guess that's just me, but I would even use 2nd normalmap if I had to, because it's so much easier to setup, and don't need much polycount to get smooth reflection cast .. but I guess there's always more than one method in 3d work.
Cheers Scythe, well it's simpler than it looks :
The right part "custom reflect vector" are just nodes for making the reflection/specularity be able to use the normalmap (which is like outer spherical shape) faking the lens look.
Diffuse uses no normalmap (though from above post I probably should have inversed the lens, or used 2nd normalmap)
Reflection part in bottom left, are nodes to accentuate the highlights in cube map and dim the regular areas. (otherwise you won't see the iris)
Reason I mix specularity and reflection, is because reflection used nice and predictable static cubemap, so the spec was in a way the dynamic highlights from the environment.
Can we get any info on the game?
as for the game, it's called Animal Memory, building it in UDK. it's a first person survival picaresque, which is a cute way of saying you have to scavenge supplies and then pick which direction to travel in. not open world, but your choice of which levels you visit. i posted a teaser trailer in this thread, but on account that it got buried at the very bottom of a page, i don't feel bad about reposting
please watch in 1080!
[ame="http://www.youtube.com/watch?v=6gizoT2QMdg"]ANIMAL MEMORY 01: world teaser - YouTube[/ame]
Anyways, here's a telescope I'm working on.
I was wondering if anyone knew why the texture is stretched on like the top half of the 'leather' parts?
Also, any advice or anything is welcome
Thing that annoy me #845
SSAO, Fog and Bloom not happily working together.
teaser for a massive piece that I'm finally about to finish-- final paint is a full figure at 8000x3000 pixels
[url="http://youtu.be/ZqR_mq_E3bI" Secret Agent[/url]
Here is a entry for small contest on DeviantArt. Custom character for CoD
More
http://zk87.deviantart.com/#/d4ul242
What I was working on during Curts Stream:
You should paste the "youtube.com/..." link without tags so we can view it in the forum. Nice animation
I don't understand whats going on in this image, are the ceiling and walls made of water? If that's an effect of light coming out of the big dais on the wall, then you really need some shadows to show that. If the room itself is turning ethereal or something, then you need something else to demonstrate that. If we (the viewer) are underwater, then there should be a similar effect across the objects in the room with us, and maybe some distortion of the view of the room itself.
However, the models and textures are looking pretty cool.
The models come with UDK. Textures too, at least for the most-part.
Some things I'm not happy with: the snow piles and some of the texture work.
I wanted to keep the scene fairly lowpoly, but I do think certain areas need a few more faces added in to round it off a bit. But I will revisit these once I'm done with another scene .
I left out the "stripped" version of the revolver (thought it's seen in my portfolio). But there's a half-size pickup-LOD (mirrored, I notice. El oh el...)on the bottom here, together with the ammo and upgrade pickups. The map size for the ammo box and its is 256*256 whereas I fitted in the bullets (somewhat more high-res) for the reload animation on the gun's 2048 maps.
2048*
1020Polys
More to come soon.
Rendered in Mental Ray and got aerial from Google Earth
Water is an Arch and Design shader with a mix of aerial and water shading
Using DayLight System. Ps this is not straight some color correction done in PS
This is shot is mostly a proof of concept to the client of what the final Animated camera will look like, cars, more trees, boat and textured bldgs to be added
That is the big round thing? :P Almost makes me think of an electromagnet or something... Probably isn't though, since lead(the bullet) isn't ferrous(magnetic). :poly124:
Like your presentation Louomi
haha this will be all over the internet soon!
Here's a 'tooned' 427 Cobra I've been lazily putting together today, in between movies and relaxing...:)
Here's a campfire that I made today. And since I've recently installed an ase. exporter I tried it out in UDK and it doesn't look too bad! Just need to learn how to use the game engine better.
Edit: Also an attempt at a tropical plant. I think my textures are too low resolution though!
Skrillboobs?