style with realism. great work.
very nice work dude:rolleyes:
beautiful
awsome stuff keep modeling man
Stunning character and amazing modelling and sculpting.
Great work!
<!–[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]–><!–[if gte mso 9]><xml> <w:LatentStyles DefLockedState=“false” LatentStyleCount=“156”> </w:LatentStyles> </xml><![endif]–><!–[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:“Table Normal”; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:“Times New Roman”; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]–> Lucky_1: Thanks for the compliment! The shirt wrinkles and character in whole were meant to be a little on the stylized side. I decided to simplify the wrinkles on the shirt and crampons to help push the style a bit.
The mental ray render settings Please. I’m in the middle between mental ray and vray and I can’t achieve any good results from both sigh
Eiad here are some online tutorials that really helped me:
http://www.cgarena.com/freestuff/tutorials/max/i3d/clay_render.html
This one goes over basic lighting and material setup. I know its based on architectural work but it really hits all the basic settings of mental ray.
http://www.cgrats.com/compositing-depth-of-field.html
This one goes over depth of field using max and photoshop. Should help push realism a bit more in your renders.
Other than that just play around with material settings and lighting to get the desired effect. If you run into any specific problems or have any questions I’m no pro but would be happy to help out.
Remember to keep your images small and final gather precision low while test rendering. (sux waiting 30 min for something you cant use)
Fantastic.
I love your work man.
Here are some renders of an old man that I’m in the process of finishing.
This sculpt has been a ton of fun to work on!
Comments and critiques are always welcome…
Attachments
liking that hat
how’d you do all the little ‘hairs’ on the hat?
5 stars, really really cool how much time do you have into that first model?
truely impressive
very nice
<!–[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]–><!–[if gte mso 9]><xml> <w:LatentStyles DefLockedState=“false” LatentStyleCount=“156”> </w:LatentStyles> </xml><![endif]–><!–[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:“Table Normal”; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:“Times New Roman”; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]–> mr_max : Thanks
Framedworld : Going for the punk rock / old school monk look…
Pabgo: I used the hair and fur modifier in Max, styling with splines then converting to editable mesh to bring into ZB.
Idlemind: I’ve been working on the boy for quite some time between freelance projects. Off the top of my mind I can’t really tell you an exact number of hours. I can tell you it was long enough to frustrate my wife and long enough to have a 1.5 GB Zbrush file with a massive amount of highly detailed sub tools.
Emran: Thank you