Pretty darn sweet work Baker 17!
~BW
Pretty darn sweet work Baker 17!
~BW
awsome so far! Hey im prettty new to this. do you make all the objects seprately, the put them on him?
Great choice of materials. Super render. I like the dull quality, rather than the “fresh from the factory” look of a lot of other pieces.
TD
THanks for the comments guys…
@ I am uh - mostly everything in this is seperate ie. the arms, head, legs armour, is all seperate pieces… it helps maximize detail across the entire piece.
will post another update tonight…
just a little update on some of the materials…
think the little flaps need a little more work, and might change the color of the shoulder guards… render in MR again…
Baker 17,
This is looking sooooo sweet!
All the materials are so realistic! I cant get over it!
~BW
Wow! This guys REALLY come on baker17… looking superb with the material updates you’ve chosen here…
Chris
yeah, i gta 2nd Atwooki on this one bro, your textures look great. i think im gna stay up and work a lil more tonight…:o
keep it up man!
thanks for the comments guys!
im gonna try another color scheme for the shoulder guards… something similar to the breastplate… will post that soon…
@morph106… burning the midnight oil ay… welcome to my world… can’t seem to get to bed before 2/3 these days! work work work! we got 14 days left until our exhibit… so im cramming it all in!
another armour shot i know… but this is probably the last drastic change i will make to it… i think i prefer this color for the shoulders now. what do you think?
hey andrew,
this update works with the the existing color pallete but the variation of the last update was nice too.
cant wait to see it back on the soldier again.
when you get a chance man, can you point out how you did yr AO pass. i tried to do it in Rman but it didnt work out. Then i couldnt figure out where to plug the displacement map into the mib_amb_oclu. shader in MR.
thanks g!
hey morph…
this doesn’t actually have AO pass in it. i will do that again when i have the whole thing intact, and i’ll post my shader set up… but i normally do the AO in a seperate scene, and composite in ps. gives you a little more control. but to set it up… just use the displacement utility, as normal… the load it into the surface shader as norm… shouldn’t be any probs there…
Andrew, this looks very appealing also, especially given the high diffusion of his skin overall currently…
but personally I’d say the very dark armour you had some time back had more impact (the skin’s diffuse
might then need lowering somewhat to make both the armour anfd the skin feel comfortable together, though (?)
Having said that his lower pteruges are ‘hanging well’
Chris
sorry bro, production must be gettin to me, thats why i failed to graph the surface shader so i could find its SG node, duh!
thanks for the AO help tho.
here he is again! with a face! standard render in MR with point light and HDR controling reflection. have a feeling lookin at it now, his lips are a little too red?
Looking good. I would say the lips were too red.
well… this is a poster im using for my exhibit for uni… so i guess its pretty much done… what’dya think? i’ll post some more angles soon. and im rendering a 360 for my reel.
Fabuloso. La textura y el modelo son impecables. Me encantan tus trabajos.
nice stuff!
thanks guys… will try put some more renders up soon.