Teriaki : I agree, the renderings you just posted are perfect, especially for a game like Borderlands. Not too much time was wasted on gimmicks and details, which in turn allows the modeler to only focus on what matters the most. Unfortunately, for the last few years there has been a push for character models that can also…
View of the model completed before the diffuse and alphas of the hair and leaves have been put on, the eyes have been added in and coloured (she's blind and i found that actualy having her eyes completely white over looked haunting enough to represent an almost hallucinogenic state that a witch doctor would frequently be…
Eric - oh I know you weren't saying they are the same thing, but mechanically they are similar, at least. Thanks for the link too, even though I have an idea of how it's implemented, that's helpful. fletch - usually you'd be right ;) In a software based scanline renderer you could simply multiply the pixel value after…
Hi A.Kincade, Thats cool that you did it so quickly but your render isn't helping. The texture looks blurry and the edges look jagged. Also your normal and spec map don't appear to be helping your material at all i imagine this piece would look the same without those maps applied. The normal map looks like you just ran…
Thanks for the feedback guys The reason I didnt double up those UV's was because it would of looked too repeated over the model. (I didnt want every blade or piece of the metal guard going over them to look the same). I wanted to try and work abit more variety into the textures. Although I could of probably halfed the size…
Domo arigato mr rubble robotOoo... wait that doesn't make any sense. I'll translate for my addle brained self: Looks great! the mesh seems constructed well. I do have questions aobut the mechanics of the hips and how they would actually work in real life, but hey its for a game, as long as you can rig it, and it looks…
Thank you, PsykO. I tried to fix the points you said. And now I think I finished this project. Modeled and rendered in Zbrush 3.1, using best renderer. Passes composed in Photoshop. Hair and fur retouched in PS too. I learned a lot with this one. Hope you guys like it. Raw render:
Yes it does. If you want a quick way to composite normal bakes then create a composite map and overlay them ontop of each other with that. once all the maps are in the slots you can render them as 1 by right clicking the material swatch and clicking 'render map'. each slot will update as you re render the maps.
The entire animation pieces (minus post process in Natron) are rendered using GPU namely GTXs. For that I uses Blender's Cycle renderer. The software used are largely open sourced Blender - 3D Modelling, rendering, animation, post-pro Natron - post-pro Inkscape - 2D graphics Makehuman - character creation Best regards
The thing that truly amazes me is that you rendered this with mental ray. I instantly thought it was rendered with GI based engines like maxwell or arnold,... Can you give some more information about your lighting/render methods? I rarely see such beautiful soft shadows and soft reflections as these. Carry on the good…