ZBrushCentral

Armoured Saint

Just don’t want people making preconceived conceptions. :wink: Try 'em all and decide for yourself, just remember that fully functional vs crippled isn’t quite fair and that personal use and production use are going to be very different results. If you really are going to render animation or vfx, I really recommend sticking to tried, true and proven technologies like RIB based renderers. More support than you can ever digest available these days. :wink:

Nice work by the way odhinn, so far in your thread. I do pop in now and again. :wink:

Thanks for that Jason, you know your opinion means alot to me. :+1:

hehehe…thanks guys. just really toying with a couple of options right now. im really not ready to render my project yet…animation work is still pending and since modelling and texturing is all done (my jobs), i’m just testing every renderer under the sun to see where i can get the best quality/speed ratio for the look i’m going for. you mentioned that normal maps are a bit ugly looking in maxwell. what exactly did you mean. many of my background stuff is rendered with normal maps and so they are a fairly important part of my pipeline. again thanks for the support fellas. maybe ill post some early screens sometime soon.

thanks again

Justin:
I am not happy with the quality of definition you get from normal maps in Maxwell. I played around with different settings for two weeks or so and could never really dial it in.
Use Zmapper to make your normal maps or at least give it a try because it does an amazing job of capturing detail.
It also has optimal settings for different 3d platforms like Maya and Max built in. I only tweaked the raytracing and the subdivide, both of which I maxed out.
The normal maps generated in Zbrush worked well with Renderman but not so well in Maxwell. As a result I knew it wasn’t my normal maps that were the problem. If I recall Maxwell gives you a choice between bump and tangent space normals in the plugin for Maya. For the stand-alone version I am not sure.
I also remember using a high setting for the normalmaps of around 60. This is the same for the stand-alone.
Remember that Maxwell is aware of scale… so you might want to load any reference files that came with it to make sure your model is roughly to Maxwells scale.
I know the lack of displacement feature cost Maxwell huge in the final release of 1.0 and rightly so. This was a huge angry bone of contention on the Maxwell forums. People used words like “you promised…” “I Feel mislead and lied to…”
I’m not sure if you can release a renderer today that does not offer displacement features. I know for what you are doing this may not be important, regarding animation. But for static renders I think displacements are better, and Renderman does a wicked job at them. I would say Justin you are going to have to spend some time experimenting with Maxwell and normal maps.
If you are rendering people with it try a setting of ABSORB:0.5
and SCATTER:0.75 for the SSS layer.
The ATTENUATION setting works so small values create opaque(lambert) and large values will make your object more transparent. For TRANSMITTANCE I used a RGB of light grey. Also the ND setting is very important and works inconjunc with ATTENUATION. For ND low values means no light is reflected while high values are glossy like shiny plastics. I will try some experiments with normal maps over the next few days and we can share results.

thanks plenty man. i appreciate it. ill toy with it

seeya

Justin: You are most welcome.

Vivien: It’s not dof camera settings, just some blur in Photoshop.

[Sportster_update3.jpg](javascript:zb_insimg(‘33922’,‘Sportster_update3.jpg’,1,0))

[[attach=33923]Sportster_update4.jpg[/attach]](javascript:zb_insimg(‘33923’,‘Sportster_update4.jpg’,1,0))

re-did the piston cylinder covers today which took a while added some electrical parts. Still have to add brakelines and wiring, and of course the creature.

Attachments

Sportster_update4.jpg

the DOF looks weird!

Ok now we’re talking!

That sportster’s pretty cool…some drag bars would be cooler! :wink:

Aminuts:
Thanks bro, Have not heard from you in a while.
Hope everything is cool with you.


[Update6.jpg](javascript:zb_insimg(‘34429’,‘Update6.jpg’,1,0))

Modeled the seat in Modo.
Added the pipes and alot of electrical stuff…
Still have about a weeks worth of modeling left on the bike itself. Thanks for looking.

One thing I’ve been noticing buddy, you have flat tires. They don’t do so well on bikes. :wink:

[Bike_Sunset1020.jpg](javascript:zb_insimg(‘34916’,‘Bike_Sunset1020.jpg’,1,0))

Yah Jason I see what you mean but, the low profiles are like that.

Work is preventing me from getting anything done during the week so here are my weekend updates.
Re-did the frontshocks, gastank, and front fender.
Added gauge instruments to handlebars and tank.
Also did clutch and brake assembles and front headlight.
Need to have the bike part completed this week.
Thanks for looking.

Rendered in Maxwell. I’ll post settings if interested.

Very kewl bike:+1: :+1: :+1: :+1: :sunglasses: :+1: :+1: :+1: :+1:

How in the world would you go about painting and texturing something that detailed?

keep the faith, bro.

Ron

[Necrom4.jpg](javascript:zb_insimg(‘34948’,‘Necrom4.jpg’,1,0))

[[attach=34949]Necrom5.jpg[/attach]](javascript:zb_insimg(‘34949’,‘Necrom5.jpg’,1,0))

Thanks alot Ron,
Miss you around here bro.
Don’t even want to think about texturing lol. Take Care.

Added taillight and some small touch-ups. Wiring tom.

Attachments

Necrom5.jpg

[Necrom61020.jpg]

Another hellish week with little time to sculpt…
Managed to get all the footpegs done with rear brake, front headlight cover, and shifter.
Did another test layout to see things. Changed the DOF in camera settings so foreground is blurry.
Also set the daylight for morning instead of the last evening shot.

Perspective seems a little whacked. Getting better. Still think your tires are way flat, man! I’ve never even seen car tires that flat, uless they had holes in them. :wink:

An old buddy and industry wizard (Dave Kimble) once said, ‘If it looks right it is.’ Now Dave was the guy that used to do all those car cutaways in the car magazines for decades. He did 80% of them. I for a fact known that no car ever came with tires as wide as what dave illustrated. :wink: But they sure looked awesome!!

Back under my rock, I know, I know…

lookin good. few things tho…
oil tank? don’t have glasses on so maybe don’t see it :smiley:
I would make the seat thinner…hug the bike like a glove…
the b****pad part should be nearly non-existant…takes a real woman to sit on one of those :rolleyes:

wish i could fit a fat tire like that on the back of my sporty

would also make the shocks shorter…11’s instead of oe 13’s
of course a supercharger would be good too!

haha just kidding…dreamin sigh

would love to see a pic with the dual view…just white gi …need a new wall paper!

Keep at it!!!

[Necrom7_1020.jpg](javascript:zb_insimg(‘35245’,‘Necrom7_1020.jpg’,1,0))

[font=Fixedsys]Jason:
Don’t hide brother, I need the comments.
It’s good to have you bust my ass, keeps me honest. (lol)
Client is happy so I am not going to change the tires although I am going to do a chopper for myself coming up and I will pay extra attention to those tires. Thank you for all the crits, you know I think your a great guy bro.

Aminuts:
Thank you for the crits I will put them to use shortly…
this is still untextured so check in now and then, I need the imput with colours. Thanks again Aminuts, really glad you like it.

This was rendered in Renderman using Raytrace, Deepshadows, and Directional lights (two). Blinn textures except the floor which is a basic Phong. Some polygroupd rendered as subdivision surfaces (ex:shocks) with catmull-clark setting.
All the details of the bike are now completed…on to the Rider and textures. Thanks all.

[Necrom8.jpg](javascript:zb_insimg(‘35260’,‘Necrom8.jpg’,1,0))

This is an overnight Maxwell Render of the untextured Harley.

OK you asked for it… (chop busting time) - how come your ‘Renderman’ scene doesn’t look like the ‘Maxwell’ scene? Renderman, 3Delight , Pixie, can easily render that scene and it won’t take all night. Poke, poke, prod, ZZAAPPP! :wink: