Warby, how was that imported in to Source? Seperate meshes each as a static_prop or 1 giant piece? It looks like it might be seperate pieces, which is fine. Either way you need to compile the lighting with better vrad commands.
Add -staticproplighting and -staticproppolys to your vrad compiler. The engine will cook a light map to the model(s) and create better shadows. If you look at the windows in your shots they're light completely even though a bit of them passes through a shadow. This is because Source is lighting the window from its origin (which makes me believe you've imported it as seperate pieces) rather than baking a light map.
If you've exported the objects as something other than static_prop's this won't work. If you've imported at 1 giant asset I suggest breaking it up. Generally SMD's have a hard time with large objects because they're made up of a lot of small pieces.
If those commands don't work you'll need an updated SDK, or just purchase Epi1.
Been messing with a new base head the last week.
Rendered out in 3dsmax 8
normal mapped version shown here with a meshsmooth slapped on the base head to lose the hard edges
@ruz:
Really awesome head, but something strikes me as a bit odd in the 3/4 view at the top of the head. It is kind of like the face was tiltet at a slightly different horizonatl angle than the reat of the head, resulting mostly in an elongated transition at the top of the head, or something. At least that is my uneducated guess; I can't quite pin it down for sure what is is exactly.
@edit: and I would definitly spend some polys to make the upper inside of the ear actually bulge in a little, the current flatness looks really disorted.
cheers gwot - BTW there are still two of your guy which is looking cool
JKMakowka - you are right as usual. The ear is very low poly and I did struggle slightly with the 3/4 view. But looking at my image I have actually shaved off a bit of the head when I copied and pasted it in pshop. Its still a bit off though
This is a colaborative effort between me, Gavku and and animator at our workplace to design the ultimate fighting machine. Behold the fruits of our labor...
I like the way you are rendering these out, shading with green somehow? Reminds me of the Bitmap Brothers and their technique for shading using greens. Are you adding some kind of cell-shading technique to get the great blacks you have on the nose and eyes?
Saved to my inspiration folder. Render a huge one and I'll use it for desktop wallpaper (two please! )
If a game were styled like this, it would look fantastic. I doubt you'll be sharing the technique anytime soon (best to keep the cards close to your chest) but I guess a lot of people striving for this look will be jealous.
Hi Hawken
well its a really simple thing really.I don't mind sharing stuff.
use the oren-naya-blinn shader in 3dsmax. Its as simple as that, gives it that kind of cel shadey type of look.
I also put the cavity map from zbrush in the additonal bump slot in the default normal map shader(.2 strength)
1 spotlight pointed directly at the character seems to work well too.
Replies
redid the chest plate .... it's sort of coming along
wip. horridhands solly
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Not getting enough love, this is supreme COMBO!!!
Some kickass work here guys.
a battle i allways wanted to see TRIPOD VS COLOSSUS
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Warby, that's fantastic looking!!
That top head kinda reminds me of Kratos from God of War, minus the face tattoos.
Great stuff man.
-caseyjones
Warby, how was that imported in to Source? Seperate meshes each as a static_prop or 1 giant piece? It looks like it might be seperate pieces, which is fine. Either way you need to compile the lighting with better vrad commands.
Add -staticproplighting and -staticproppolys to your vrad compiler. The engine will cook a light map to the model(s) and create better shadows. If you look at the windows in your shots they're light completely even though a bit of them passes through a shadow. This is because Source is lighting the window from its origin (which makes me believe you've imported it as seperate pieces) rather than baking a light map.
If you've exported the objects as something other than static_prop's this won't work. If you've imported at 1 giant asset I suggest breaking it up. Generally SMD's have a hard time with large objects because they're made up of a lot of small pieces.
If those commands don't work you'll need an updated SDK, or just purchase Epi1.
The red lights up the door doesn't go well with the rest - needs glow , non ?
WIP-dee-doo...
Been messing with a new base head the last week.
Rendered out in 3dsmax 8
normal mapped version shown here with a meshsmooth slapped on the base head to lose the hard edges
beardy version. just a test really
Nice work on that head Ruz!
Really awesome head, but something strikes me as a bit odd in the 3/4 view at the top of the head. It is kind of like the face was tiltet at a slightly different horizonatl angle than the reat of the head, resulting mostly in an elongated transition at the top of the head, or something. At least that is my uneducated guess; I can't quite pin it down for sure what is is exactly.
@edit: and I would definitly spend some polys to make the upper inside of the ear actually bulge in a little, the current flatness looks really disorted.
JKMakowka - you are right as usual. The ear is very low poly and I did struggle slightly with the 3/4 view. But looking at my image I have actually shaved off a bit of the head when I copied and pasted it in pshop. Its still a bit off though
I'm starting a series of females heads to improve my skills on those; this is the first one and the younger i'll do. Still quite a bit to do:
Kudos once again to JIStyles for the shader
He still sucks tho.
hahaha
EQ afaik he used truespace's new shader system (feel free to correct me gwot )
beardy version. just a test really
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really nice Ruz
I like the way you are rendering these out, shading with green somehow? Reminds me of the Bitmap Brothers and their technique for shading using greens. Are you adding some kind of cell-shading technique to get the great blacks you have on the nose and eyes?
Saved to my inspiration folder. Render a huge one and I'll use it for desktop wallpaper (two please! )
If a game were styled like this, it would look fantastic. I doubt you'll be sharing the technique anytime soon (best to keep the cards close to your chest) but I guess a lot of people striving for this look will be jealous.
keep it coming!
well its a really simple thing really.I don't mind sharing stuff.
use the oren-naya-blinn shader in 3dsmax. Its as simple as that, gives it that kind of cel shadey type of look.
I also put the cavity map from zbrush in the additonal bump slot in the default normal map shader(.2 strength)
1 spotlight pointed directly at the character seems to work well too.
I'm making a Gnomish Lightning Tower = A giant, steam powered, Van De Graf generator!
Updated the image back on 191, fixed issues mentioned etc. Thanks =]
And here's some fan art I did as a study