1. #1

    Default You are warmer than the Sun

    Hi everyone!
    Been a long time since I last posted anything. I guess I had too little ZB percentage in my pieces. XD
    But this time, it's different.

    This piece is a fan art of probably the most amazingly beautiful and inspiring game ever - Machinarium - by Amanita Design.
    I really recommend you getting this game; it's perfect for those days of art block.

    warmer_tn.jpg

    warmer_res.jpg

    So, to bore you further:
    Everything in this piece was sculpt in ZBrush, just the robots and the BG terrain had a base mesh done in 3ds max. The wall was made from a zsketch.
    Also, the textures for pretty much everything here owe their looks to ZBrush's cavity maps, displacement maps and AO maps. Some hand-made polypainting and photo-pasting was also involved.
    Rendered with mental ray in 3ds max, sky added in postwork.

    Any questions? Go on ahead!

    I guess that's it. Enjoy! ^^
    BRB, being busy getting my daily fix of DynaMeshing.

    Houpla!

  2. #2
    Senior Member User Gallery
    Join Date
    Jun 2003
    Posts
    2,459

    Default

    Man i loved that game! it was so freaking wonderful, i wish it were longer.
    i really like what you've done here, its really sweet and well done.
    if i had any crits to make it would be to have the camera closer to the characters, or pan more to the right, but that's what i'd do.
    this will make a nice wallpaper. thanks!

  3. #3
    Member User Gallery
    Join Date
    Jun 2010
    Posts
    56

    Default

    Beautiful piece there, very inspiring.

    Could I trouble you to go a little more in depth on the map creation and polypaint techniques you have used please?

    Thanks

  4. #4
    Senior Member
    User Gallery
    Join Date
    Sep 2005
    Location
    Toronto
    Posts
    1,623

    Default

    cute I loved the game though it was darn hard - had to cheat

  5. #5

    Default :la:

    @ spaceboy412 - Yeah, it was too short, but at least it's far better than any of the commercial stuff you can find these days!
    I've been thinking on getting the camera closer AND panning it to the right, but I REALLY wanted to stick to the rule of thirds, and generally pay heavy attention to the composition. I think it actually paid off.
    Thanks for the comment, dude!

    @ Mouthrax - Sure! When I'm making a map, I start with using ZBrush's procedurals and mask-to-map abilities. First, I go down to the subdivision level I want to include in the final rendering. For this level, I generate a displacement map (and a normal map, but of course, this one isn't used for the actual diffuse map), set to adaptive scan. Then, I go up to the highest and generate a cavity map (settings differ, really; I'm usually just testing to find the look that I want) and an AO map with scanning distance set to around 0.5. If it takes too long, I go one subdiv level down and try it then.
    After I got my maps exported, I go into Photoshop and composite them on top of a base color. Displacements are usually used for slight value variations (mode: overlay, or similar), cavities for detail extraction (mode: soft/hard light), and AO, well, you know.
    After I got my base diffuse, I go into ZB and polypaint some heavier, hand-made AO with black on white, keeping it simple, and painting mostly where the procedural AO failed; where I wanted it to appear and it didn't...
    When I need some color information, I use the same method - polypaint masks to later use in Photoshop (yes, you need to save many variations of the same model with those mask in it...).
    It's a more time-(and disk space D: )-consuming method, but it lets you change or correct things really easily.

    I hope this helps.

    And thanks.

    @ Intervain - I cheated too a couple of times, but don't tell anyone. :P
    Thanks.
    BRB, being busy getting my daily fix of DynaMeshing.

    Houpla!

  6. #6
    Senior Member User Gallery
    Join Date
    Mar 2007
    Location
    Amsterdam
    Posts
    169

    Default

    Woohoo, machinarium rocks, nice sculpt man!
    ---

    htttp://vimeo.com/maximfleury


    Minds, like parachutes, work only when open

  7. #7
    Senior Member User Gallery
    Join Date
    Feb 2006
    Location
    Reykjavik, Iceland
    Age
    30
    Posts
    687

    Default

    Cool work on the characters. Love everything from Amanita.

  8. #8
    Senior Member User Gallery
    Join Date
    Mar 2005
    Posts
    228

    Default

    Cute!

  9. #9
    Senior Member User Gallery
    Join Date
    May 2007
    Location
    London UK
    Posts
    966

    Default

    I looove Machinarium, very good tribute. Lovely.
    Max
    http://maxs-stuff.blogspot.com/
    My ZBSketchbook
    My other threads: A - B - C - D - M - P currently working on S

  10. #10
    Senior Member User Gallery
    Join Date
    Dec 2006
    Age
    31
    Posts
    1,491

    Default

    Cool characters. Very well executed. Never heard of the game though .
    Portfolio
    My Blog
    ..Now available for freelance..

  11. #11

    Default

    Big thanks, everyone!

    @ brettSinclair - You can play the demo here: http://machinarium.net/demo/
    BRB, being busy getting my daily fix of DynaMeshing.

    Houpla!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •