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    Mark helped me with this. Thanks man.

    SEE IMAGE BELOW POSTED BY W.JOE

    Instant fan of the new berper renderer.
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    Last edited by rv_el; 10-25-11 at 02:19 PM.

  5. #170
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    Somebody from ZBC please help me with how I can get images to show up full sized. thanks.

    EDIT : Nevermind its my browser. Some stuff isn't even showing up right at all. I think my browser is freaking out.
    Last edited by rv_el; 10-25-11 at 02:18 PM.

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    quick edit: removing render
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    Last edited by Wallaby Joe; 10-26-11 at 06:34 AM.

  7. #172
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    Every day I come back to check the site and you guys post up even more art. You continue to impress. Thanks for sharing.

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    thanks for sharing this pictures, i cant stop looking at them


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  10. #175
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    Amazing work, guys. The whole game looks great.

    I had a few questions about how you guys achieved some of the repeating details in the models.

    Specific examples would be all of the tiny little stitching near the inside of the armored kantus's legs and the queen's corset, the repeating shapes in the stretchy arm of the massive lambent dude, and the coiling tentacles in the lambent human.

    How was that done? It looks more complicated than a mere alpha brush with a rolling stroke. If they're separate pieces, I'm guessing there's a more advanced and quicker method than creating one tiny little stitch, and manually duping it and repositioning them a thousand times to follow the forms. Are they all separate subtools, polygroups, or neither?

    Also, one thing I haven't seen mentioned was the lack of muscle definition on most of the cogs' arms. They're massive dudes, but they're not super cut. It's a quiet choice, but one that I think shows a lot of sophistication. Great job!

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    Quote Originally Posted by ethanashton View Post
    There is a difference in critiquing and just being rude. You did not really come out and say I think if this was changed it would look better or I would do this you just said it is a bad design. Yeah you can say that and have your opinion and that is your right. It is also my right to let you know that I think you need to show a little bit of proffesionalism when writing about someones work whether it is my art or anyone elses.
    Sorry, I hadn't read this thread in awhile so I didn't respond earlier. You're right though, I should give more constructive feedback. I don't think I was particularly rude, however. I'll respond more in detail since it was requested.

    The first character is too busy. His double shoulder pads seem unnecessary (I would think one is fine; two just adds unneeded detail). His arms have too many straps holding on the excessive plating, making that area also feel cluttered. The "pants" that he is wearing make his legs look too heavy to properly walk, let alone run. I think overall this design suffers from too many repeated details that are often unnecessary and only add to what I feel is a cluttered look. Essentially a "less is more" approach is needed here, I think.

    The second character, the human, is great. Large open areas complimented with tight detailed areas gives my eye places to travel to around the mesh. I love it.

    The third character (boss with long arms) isn't bad overall, though I wish he had actual shoulders. Having too much stuff around his head makes me lose interest in that general area where ideally I think that should be a focal point.

    The fourth character (boss with one long arm) feels like another example of just repeated shapes for the sake of adding detail. Instead of just having straps holding on his armor he has straps that have lots of stitching on them. I feel like there should always be a balance and in this case the "skin" parts of the model are extremely detailed yet so are the non-skin pieces, leading to too much detail (in my opinion). I find it weird, as well, that this guy would be wearing clothes of any kind given that so much of him is grotesquely disfigured.

    The fifth character (zombie looking thing). No complaints here. Great design. Good balance of detailed areas and non-detailed areas.

    The sixth character (pointy head guy). I like the upper half of this guy but I do not care for the lower half. His upper body armor has flat areas lacking details complimented with detailed areas, and his skin does as well. Pretty cool there. The lower body, however, is a cluster of straps and 900-lb boots and more straps, and on top of those some more straps. This whole area could have been simplified into something less detail intense.

    The seventh character (human). No complaints.

    The last guy (a human black guy in a trench coat). No real complaints though I've never liked the ridiculously oversized shoes that Gears characters have. I think it's a style they're obviously going for so I can only argue that from a personal preference.

    So there you have it, since you asked for it. That's my professional, constructive criticism on why I think these designs suffer from bad design choices.
    Last edited by Deim; 10-25-11 at 05:29 PM.

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    Quote Originally Posted by illustrashawn View Post

    I had a few questions about how you guys achieved some of the repeating details in the models.

    Specific examples would be all of the tiny little stitching near the inside of the armored kantus's legs and the queen's corset, the repeating shapes in the stretchy arm of the massive lambent dude, and the coiling tentacles in the lambent human.

    How was that done? It looks more complicated than a mere alpha brush with a rolling stroke. If they're separate pieces, I'm guessing there's a more advanced and quicker method than creating one tiny little stitch, and manually duping it and repositioning them a thousand times to follow the forms. Are they all separate subtools, polygroups, or neither?
    The primary character modelers all work in Max. While we all approach those repeating shapes differently in specific scenarios, I think most of us do those pieces outside of Zbrush once we solidify the zbrush forms that we apply them to. We export a reference mesh to Max, apply our duplicate stitchings to the object with
    something like a path deform. and then import them all as a new subtool. Sometimes I'll have a subtool containing every modeled stitch across an entire model. Each stitch is super low poly, so its not too much for a subtool. Other times those are indeed sculpted in as a rolling alpha, and many times the technique is mixed
    within a model. It all depends on what side of the bed I woke up on. The advantage of splitting them into a subtool as individual meshes is that it allows you to color code them easily for a render to texture. And Zbrush's godsend move topological allows you to reposition weird stitches that are misaligned with ease.


    Mark
    Last edited by Beowulf; 10-25-11 at 05:42 PM.

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    I love this thread, great work

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    Hey guys, here's my contribution to the art dump with some renders of delta squad..and a few others I've been a loooong time follower of this forum, so it feels good to finally contribute to such an awesome community of artists. I can post some wires and work in progress shots tomorrow if anyone would like to see them.


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