Ok so now that that's out of the way... How WOULD you get a render like this done in, say, Keyshot? I'm really needing to replicate this translucency effect through a solid object. Or should I make a new thread?
Cool start, the thing I noticed when I tried to replicate the iron horde feel is there's lots of size variation in the spikes. They use a lot of gradients as well in their base colors I think. I'll follow this one :D
Good points in this thread, back in my clay sculpting days my instructor told us to pick a favorite sculpt and replicate it in 24 hours. Did it teach us creativity? Hell no, but it sure made us good with the tools :)
The beginning is boring, maybe add some camera movement of looking at the target, sort of like a focus cam in videogames (as thats what this animation feels like, a replication of a videogame). Otherwise it is looking pretty good, excited to see it progress.
I second that Even a step by step method for Maya would be great. I think the same was achieved in the original thread for just about every other 3d app. I spent a couple days trying to replicate it, but to no avail
Nobody else has thought to say it, so I will. Why don't you look out of your windows? There's a huge environment out there to replicate. Am I serious or am I being facetious? Who knows? :poly111:
The image you showed looked like the hair has volume rather than being strips, so you could replicate that with a custom brush in zbrush. linky : [ame] https://www.youtube.com/watch?v=-_BFWjqNV-s[/ame]
So, a couple weeks later and here I am :) I've got gifted the Allegorithmics Suite and been trying to replicate a table I've seen in a pizzeria in Substance Designer. Here is where I'm at (central woodpiece missing) substance reference
honestly, i have no idea what happened there i tried to replicate it by using different methods to copy geometry that has UVs, but every method i used worked out fine can you upload your blend file ?
Any examples of this working well? it seems totally bogus, for spec to replicate ambient you'd need to make it increadably blurry. Blurry spec = diffuse shading. So why not just bake it into the Diffuse and use the spec for what its intended for.