quick texture render…
Finished the top half…
[attach=24733]EMISSARY_front2.jpg[/attach]
Front View…
Attachments
[attach=24851]strogg_soldier2.jpg[/attach]
I’m such an idiot…
Art director friend of mind e-mailed me about the post I had put up here and told me the obvious that the ankles on my new guy were short by about 8 inches.
Sometimes you can look at something too long…
chopped it up in Maya and fixed it, here is the revision.
Thanks for looking
Attachments
[attach=24855]metal_shell1.jpg[/attach]
Quick fun render I did with MentalRay…
Attachments
[attach=24860]metal_shell4.jpg[/attach]
Attachments
Pair of boots for new character…
Going to add straps etc.
Really like to see someones workflow on these forum, and yours are excellent!
Really like your details on your model and props!
This is a great thread!
Keep up the Awsom work!
Artmarqy,
Thanks for the nice comments, very much appreciated.
Here is a displacement test for the above high poly boots.
around 4,500,000 faces on the Z model.
love your latest tests and renders here…motivated me to do a pair of boots myself last night…your pair turned out a ton better than my own though…keep the faith, bro…and thnx for the mail
Ron
[email protected]
Ron,
No problem bro, anytime.
Here are a series of displacement tests. Maps were generated in Zbrush and rendered in Renderman.
Renders were quick with high settings in Maya. About 40 seconds.
These are much better results than the previous posts…
Really found the perfect settings in Maya to showcase the ZBRUSH alphas.
Model has no details added yet like gear etc.,just thought I’d show what I have so far.
[attach=25025]5.jpg[/attach]
[attach=25026]2.jpg[/attach]
[attach=25027]3.jpg[/attach]
[attach=25028]4.jpg[/attach]
Attachments
Great pair of boots
Getting better and better.
IlusionDigital:
Thanks bro, appreciate it.
Vlad:
Thanks buddy, working as hard as I can.
Here is an update of my new guy.
love the update again…how did you get that gradient titanium look on the model? very very kewl …
Ron,
thanks alot, glad you like it.
The heat stressed titanium look is done by mapping warm and cool hues into the specular color of the shader. In this case a “blinn” shader, others being “Phong”, and “Lambert”.
I added a fractal map which is basically a noisy looking alpha texture and mapped warm colours to the colour gain and cool colors to the colour offset.
If this was animated a neat effect is that as the camera moves over the surface of the shader “normals”, the specular colours would change with the camera just like real metal.
Update
You are really good modeler man. Nice anatomy you got there.
Vlad:
Wanted to thank you for the kind words…
Your timing is interesting because I just got yet another " no, we have no interest in you " e-mail from yet another gaming company today. The bar has been set so high it seems that getting a job in the industry is looking rather bleak.
Still going to keep pounding away but I’d be lying if I said it wasn’t getting hard to stay focused.
So thanks for taking the time to say something nice bro, means alot./Odhinn