View Full Version : First Post: Two characters...
pOiNtPuShEr 10-18-2002, 03:40 AM Hello,
This is my first post, but I've been a lurker for a loooong time. There are some truly amazing artists on this board, and I'm happy to be able to see and enjoy all of your work. Hopefully, I can get off my lazy duff and contribute a bit. Below, is a link to two characters I've worked on in my spare time. I'll update more later.
http://www.geocities.com/danmanscrank/digit.1.jpg
http://www.geocities.com/danmanscrank/junker.jpg
Be cool
-DW
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pOiNtPuShEr
10-18-2002, 03:52 AM
Sorry, I'm pretty new @ this :-(
ycf98
10-18-2002, 04:06 AM
hey thats pretty good :). all ya need now is some textures applied to it but most importantly work on the eyes as those are the most important in any character if u wanna portray life :)
well those are my 2 cents .
cheers n welcome to ur first posts
:beer:
dur23
10-18-2002, 06:08 AM
that junker robot is the shit!!!!!!
The other character is cool too.....but junker is the money!
welcome!
pOiNtPuShEr
10-18-2002, 11:20 AM
Sorry, the geocities site seems to be having some problems, I'll try attaching the robot...
hamzabol
10-18-2002, 11:22 AM
hmm, all characters looks very nice, :) may i see wireframe?
pOiNtPuShEr
10-18-2002, 11:53 AM
Thanks for the kind comments... Here is the first wireframe...
pOiNtPuShEr
10-18-2002, 11:57 AM
And the second...
Frank Dodd
10-18-2002, 01:07 PM
Very nice work on the robot, excellent texturing work and design especially in the spindly arms and legs.
Tumerboy
10-18-2002, 05:13 PM
Very nice work, I like your little bug character as well.
What size image maps (and how many) are on the robot?
Nice work, keep posting.
pOiNtPuShEr
10-18-2002, 09:11 PM
Hey there Tumerboy,
Thanks for the kind words :-)
Here is a rather long winded explanation of how I textured the robot. It was all done in maya and rendered with Maya's default scan line renderer, with the raydiffuse
(www.lightengine3d.com) plug-in for the shadow pass.
Well, as for the mapping of the robot, the maps ranged in size from 256 X 256 (things like the elbows, hips, etc.) up to 2048 X 2048 (the head and torso) All of the hinge joints
(fingers, elbows, knees) use the same textures with some of the models rotated (so you might not notice that both knees or hips, or fingers etc. have the same map applied when they
are right next to one another). The way junker was textured went mostly like this:
1st: I Created a pristine painted metal material (yellowish color, large spread out highlights)
2nd: Next, I created a dirty rusty material (reddish tint, procedural bump, low specular etc.)
3rd: I created a layered shader with the painted metal surface on top and the rusty surface on the bottom.
4th: I painted black and white textures and used them to create masks for the transparency channel of the painted metal texture. None of the textures have any color information at
all. They are just greyscale alpha channel maps used to reveal the rust through the painted metal.
5th: I also used the same black and white maps as bump maps (so, where it's rusty, you see a depression) and specularity maps (so you don't get specular hits over the rusty areas). I
run the maps through multiply/divide nodes before applying them to these channels, so I have more control.
6th: Finally, I only have a single layered shader (consisting of only a painted material and a rusty material) and to map transparency to different objects (since they mostly have
unique UV space) I used the single shading switch to map the alpha maps to the single material values. I did this because it was efficient in terms of file size (1 shading group vs. 54
different ones.)
Next up on this guy (If I ever get any freaking time :-) will be to go back and tweak the silver material areas and the silver rust.
Be cool,
-Danny
KOBALT_KORE
10-18-2002, 09:18 PM
That robot rules! Good job - great character to it! :applause:
Tumerboy
10-18-2002, 09:46 PM
Danny, that's about what I expected.
I'm doing a robot as well, and have been doing the same process. . . we'll see how it turns out.
My biggest problem is finding big images of chipped paint, that I can use for my chips. . .
did you use an image for the chipping paint, or did you paint all of that?
(sorry I know that's confusing.)
Thanks, nice work.
pOiNtPuShEr
10-19-2002, 02:27 AM
I ended up painting them, but you might want to try dvgarage.com, they have some nifty images of rust etc. on there. If nothing else, good for inspiration.
-Danny
Tumerboy
10-19-2002, 09:14 AM
Good deal. I think I'll probably be painting my alphas. . . but we'll see.
If I can find a decent enough image, I'll use that.
Thanks again
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