I wanted to share this model I was working on today. It started as a Dynamesh sphere and I used the Move, Clay Buildup, Dam Standard, and Elastic brushes. Polypainted using the various mask options. Rendered in Vray for Max.
Hope you like it!
I wanted to share this model I was working on today. It started as a Dynamesh sphere and I used the Move, Clay Buildup, Dam Standard, and Elastic brushes. Polypainted using the various mask options. Rendered in Vray for Max.
Hope you like it!
looks like the real thing.
great stuff.
grtz p
It is the real thing.
Thanks! Every now and then a project comes together just right, like hitting all green lights on the way to the hospital to have a baby
This was certainly one of them.
About 3 hours from start to finish.
It also helped to have a lighting template already set up in Max so you can just drop your model in and hit render. The one I set up is based on VRay settings suggested by Viscorbel.com in the free tutorial “Simple Studio Lighting” at the bottom of this page:
http://viscorbel.com/free-tutorials/
He has some other very nice VRay tutorials as well.
Cheers!
My website: http://jbrophy.com/
Nice work, but I’m really impressed with your speed. Only 3 hours? You say you rendered it in max, so does that mean you also unwrapped UVs and everything? Cause it’s taking me days to do my characters.
Hi Putka - Yes, it went very quickly. Probably because I was approaching it like modeling a rock instead of a recognized icon. Just basically a matter of pushing it into the right shape, subdividing enough to do detail work with alphas, then cleanup with the Elastic brush so as to not lose any of the detail.
I did the UVs in Maya, but only used the Auto function. The UVs are really a mess and not optimized in the slightest. But for something like this that was originally intended to be a background object it seemed appropriate enough.
I then used the multimap export plugin to generate displacement, normal, and color from Polypaint textures and the low res mesh. Next, I brought those things into Max and hooked up the textures to a standard Vray shader. I also found that it needed a spec map, so I made one in Photoshop using the color map.
Nothing special about the production except for my psychological approach to it. But it isn’t a human face or something that we are very sensitive to its nuances. So you don’t notice all the discrepancies in this model. The details are totally random, but it was fast. If I were to try to make a very accurate sculpt of this statue it would take far longer… and probably only result in a marginally better piece.
My human sculpts take a long time as well, by the way.