Wow congrats on finishing! 10 and a half months on one model, that's just unbearable to even think about. It looks amazing! Any plans for rendering it in an environment, perhaps in flight?
Thanks a ton man It was 2 1/2 months total, but I only did an hour or two of modeling each night every week. As for environment art, I'm skipping that...at least for now. I really need to do some game assets. I'll start posting my new project soon.
Oh damn, I read your previous post and there was a missing space. 21/2 months XD I thought that was a weird way to present months. I figured if you were just doing it little by little in spare time it could take as long you wish. :poly136: 2 1/2 is still a good while at least for me.
Well whatever is you're making next you have my attention.
I'm sorry if you already addressed this (though I did read through this awesome thread completely), but would you mind giving us some information on your render and lighting setup?
I absolutely love the way this came out, and how your renders look like an actual model. Any and all information you have time to give would be appreciated.
Truly an excellent result, and a lesson in patience and dedication. Cheers!
So, I'm using Max and Vray. I find vray to be super intuitive and not near as cumbersome as MR. Not only that, it's easier and faster to get good results imho.
Thanks for the heads up, Boolean! Really impressed with this model, and has made me start looking for something similarly cool and detailed to build myself. Thanks, also, for the link to Martin Bower's site. Cheers!
Great work and crazy details. Your next challenge is making a Star Destroyer with all the details.:thumbup:
I have a question about detailing. Did you subdivide every small pieces or you leave some of them as simple boxes? Will it make any difference since a lot them are so small? Hoping to get your answer on that.
Thanks man! Star Destroyer....soo tempting. I'm not sure I'm willing to dump another few months into a project though. Haha.
It depends on how closely it's going to be seen. There's some small stuff that's never subdivided, since I didn't plan to have close ups of those areas. Some parts are just beveled. The last thing to consider is how the object is gonna be lit. Having a subdivided or beveled edge is obviously going to affect how the lights hits those edges.So yeah, keeping all that in mind helped me make a lot of those decisions as I went along.
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Well whatever is you're making next you have my attention.
Sterling work, sir!
I absolutely love the way this came out, and how your renders look like an actual model. Any and all information you have time to give would be appreciated.
Truly an excellent result, and a lesson in patience and dedication. Cheers!
I almost always use a basic studio light setup like this http://cgterminal.com/2011/08/01/3ds-max-vray-studio-lighting-setup-tutorial/
My Primary bounces are through irradiance map and my secondary are through light cache. If anyone wants, I can post screens of all my settings.
The only thing outside of that was a quickie custom material using a vray dirt diffuse.
@konstruct Thanks mate It was a really cool surprise
I have a question about detailing. Did you subdivide every small pieces or you leave some of them as simple boxes? Will it make any difference since a lot them are so small? Hoping to get your answer on that.
It depends on how closely it's going to be seen. There's some small stuff that's never subdivided, since I didn't plan to have close ups of those areas. Some parts are just beveled. The last thing to consider is how the object is gonna be lit. Having a subdivided or beveled edge is obviously going to affect how the lights hits those edges.So yeah, keeping all that in mind helped me make a lot of those decisions as I went along.
I know that feeling.