View Full Version : texture/light/render - character - kaiskai
LucentDreams 04-16-2002, 12:26 PM Well here is my starting post just setting up the thread, nothing to show as of yet hoping for good models to come up, if not I will try to use a current one but not sure what I have that would be really goo other than the already textured ones, maybe a re texture??? I think I will focus on the 2D one more.
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LucentDreams
04-17-2002, 09:11 AM
Haven't seen where the models have been posted but anyone that would like te to light and texture there or willing to share, I would love to do one.
lildragon
04-17-2002, 11:32 PM
sorry about that, I posted my reply here
http://www.cgtalk.com/showthread.php?s=&threadid=5844
cheers
LucentDreams
04-18-2002, 02:50 AM
Originally posted by chi
nope you get none:)
Fina CHi I'll texture youers as I still have it on my PC in many forms.
:P fine no amount of texturing can save a piece of my work :P
so do your worst:)
LucentDreams
04-21-2002, 10:51 PM
Well I finally acquired a model and you'll all go mad when you see what it is and what I'll be trying to do with it. no image yet as I am just trying to set the colour for the scene right now and fixing any import errors. I just hope I can do the model justice.:rolleyes:
LucentDreams
04-22-2002, 10:37 AM
Well here is the first image, and I know Martin will freak when he sees the texture job right now. No its not the technicolor Tiger, but I originally told martin the first post would be the colour sample showing more of what the colourscheme will be and such. that will be the next render and won't be GL probably.
ANyways the reason for this image is to show what I am doing. Basically I will be doing ornamental texturing, and what I have doen is grouped objects that will share the same ornamental texturing patterns. Now I am editing all the UVmaps and have painted afew of the smaller texture and one bigone. Most the maps will be between 1024 and 1280 as I want it so that this character can be looked at from close up and have very nice detail. Once the basic ornamental texturemaps are painted/created, I will make some idividual ones for certain areas to creating a little randomness especially for wear and tear, and also use some procedurals over the enitre model for dirt effects and such. Any comments or suggestions would be greatly appreciated, though at this point you don't have much to comment on other than what I said I plan to do.
leigh
04-22-2002, 02:00 PM
Hey you picked a very cool model! :D That sucker is gonna be really cool to texture :drool: all those plates... you can make all kinds of scratches and stuff :p my favourite....
I'm really looking forward to seeing what you are going to do with it.
Come on man!! UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
UPDATE!!!!!
LucentDreams
04-22-2002, 02:12 PM
I'll be posting an image of one texture and a render soon enough. right now there isn't much different because I have been editing the UV maps. I am starting to think I may use more procedurals than before as they will make my life a little easier and give me a better chance at getting this sucker to a good state by the end date, but there is still lots of time so I will continue as originally planned for now.
BUT for now I sleep.:shame: :shame: :shame:
:applause: BizzaHOOK!!!! i like it so much!!!mmmh it looks so good at tis point,cant imagine how much improve adding textures!!
b.Schulz
04-22-2002, 09:47 PM
Your so lucky you got that sweet model to texture. :eek: I want one to texture :D :D :D I can't wait to see the updates. I like the ideas you had for texturing it, if it all turns out well it could be pretty sweeeeeeeet.
Cgkoko
04-22-2002, 09:59 PM
I'm waiting............:bounce: UPDATE!!!:)
:)
that martin is such a nice guy, what would we ever do with out him :)
now you better do this model justice man, i know the genral area where you sleep
LucentDreams
04-23-2002, 12:51 AM
yeah only in the downtown of a smaller metropolitan area, still I 'll try to do my best on this one.
LucentDreams
04-23-2002, 10:12 AM
Well needless to say Martin's tiger is putting the crunch on my GI, so while I was waiting for the render I thought I'd do this one by screen cap.
LucentDreams
04-24-2002, 01:29 AM
well here are the armpads, there are some definite UV issues that I have to fix, and the bump isn't quite right. I am also thinking of doung a displacement map of wrinkles in the corners to help show that these are wrapped tightly As well I just noted any advice would be greatly appreciated. I will be using more procedurals throughtoout the process now just to get things done a little quicker, I am not nearly as fast at painting and UV editing as many of you (damn you leigh:wip: ) Anyways I will post the maps up in a bit, right now they are 1280x1280 just for that extra bit of deatil i needed in the bump.
the maps scaled down to 800x600
http://www.lda.artshost.com/pads_Bump_1.jpg
http://www.lda.artshost.com/pads_Bump_1.jpg
http://www.lda.artshost.com/pads_Color_1.jpg
http://www.lda.artshost.com/pads_Color_1.jpg
http://www.lda.artshost.com/pads_Specular_1.jpg
http://www.lda.artshost.com/pads_Specular_1.jpg
If the links still don't work, copy and paste them, I hate free servers:thumbsdow
Gilgamesh
04-24-2002, 06:12 AM
Looks like a pretty interesting style you are going for here. I like.:D
Based on just the textures you posted, Martin shouldn't worry. It looks like his model is in good hands.
Eager for more updates!
LucentDreams
04-24-2002, 12:07 PM
had to go to school for a bit so here is a fun little test of dirt,it will be hard to get the dirt right until the final texturing is done and I spend a while adjusting the dirt on certain pieces and such but this is my two dirt procedural textures at work.
DigitalSkorpyon
04-25-2002, 09:23 AM
Good start man. I like the color coding you do... (Might have to use that) That 2d shader you used looked kick ass, but from the looks of it, it's gonna be a hell of a lot cooler once you're done. Looking forward to seeing how this turns out.. And kudoz to whoever modeled it..
:beer:
-Grant
LucentDreams
04-25-2002, 10:18 AM
Sorry martin may be better known as your gellow CG'er Ambient Whisper, and an excellent Mirai modeler. There was an interview on him just a while back on CGchannel, thinkits in the archives now.:beer: as for an updat I'll see if the heads is done by this evening, then necktings and saddle for tomorrow.
lildragon
04-25-2002, 03:25 PM
Wicked start, I know Martin will be pleased. ;) there's not much to crit now but the texture is off to the right start... keep going :thumbsup:
cheers
marcom
04-25-2002, 05:12 PM
wow.. i really like what i can see so far.
are u using BP for texturing and UV mapping or some other soft?
maybe you should ad some "dirtlayers" in conjunction with dityNuts, because i think the textures are to clean now.
but, please update ;)
marcom
Troydm
04-25-2002, 06:17 PM
Make him techno textures that would be nice !!!:buttrock:
looks interesting :thumbsup:
ACFred
04-26-2002, 11:22 AM
Hey there,
I really like your closeup of the shoulder pads/bands, but man that dirt procedural, as seen in your latest render, has to go or be changed. It appears to be more of a muddy glaze over the top of your texture as opposed to dirty leather. Basically, the dirt layer doesn't look like it's a realistic distribution pattern.
I know you said you'll have to tweak it still. I'd suggest adding a better alpha to your dirt (more dithered) and make the dirt layer multiplied (I'm a bit unsure on this point since I don't know the original color of your dirt layer, so multiplied may not do it) instead of the straight up layering it appears to have currently.
Make sure your specularity and diffuse maps match the distribution of your dirt layer so that light seems to react differently to the surfaces.
Based on the first showing of the shoulder pads, you obviously display the skill. Just take as much care with your dirtying up as you did with the initial texture.
I hope that makes sense. I look forward to your next post.
Alec
LucentDreams
04-26-2002, 11:44 AM
Good notes thankyou very much and I will look into that stuff later, multiplying the dirt you say that isn't bad I can change the colour noproblem too. yeah it is way to thick and even right now but with procedurals thats sooooo easy to fix. right now I am focusing on getting the painting done(sorry no update yet, I got frustrated with the head and journeyed ontoseat and springs for now.) I'll definitely have new images tomorrow in the late evening.
System404
05-06-2002, 04:44 AM
wow!!, I like your textures a lot!!!:D i can see why you said that you wouldn't have time to do the 2d challenge, that model is insane, great model, but insane:drool: stick to this challenge so far it's looking great.
LucentDreams
05-06-2002, 10:01 AM
Finally an update, not much and you can see the areas I haven't touched yet, I have played with the head but still to no avail so i won't show it yet. I will figure somehing out.
Comments and suggestions please. (the dust stil needs work but it won't be done till every thing else is.)
LucentDreams
05-06-2002, 03:45 PM
Well it suddenly dawned on me just how much time I have left, and people are doing finale renders already so expect to see a few more updates tomorrow, I have to get my butt in gear. Will also start looking at some posing. If all else fails and I'm running loow on time I will pop some procedural tranished aged metal on the chest plates and a few details as seperate materials. Geeeergh now I know why I see so many unfinished works in the cg challenges. Well not me boy. and I just had a brilliant Idea for my final render too. I'll keep you waiting.
Thoth
05-06-2002, 04:05 PM
hey ...great model and good looking textures. keep going ;) what software you're using?
LucentDreams
05-07-2002, 01:23 AM
The model was made by Martin Kroll in Mirai 1.1, and the texturing is done in Cinema 4D XL 7.3 with Bodypaint 7.3 and Photoshop 6.1.
l_farley13_l
05-08-2002, 10:42 PM
Great job on the textures so far, maybe you can reuse some of the paterns here and there for added detail. Any ideas on the final render ? Have you tried to light it either ? I'm curious what's going to be done around here :)
see you,
Farley13
LucentDreams
05-09-2002, 06:12 AM
uhhm not sure about lighting yet but for render I was thinking of an old version and a new version kinad thing lke before and after the post apocalypse or whatever. However as deadline grows near I am playing with some posing and still finishing a few small areas. will be reusing some patterns but not complete textures. Adding subtle randomness into indvidual objects now like the same map for all the shoulder pads, but slightly different diffus and bump by adding some subtle procedural. Just to simplify but get it done. I plan on continuing on this guy after the chalenge to make it really purty for MArtin.
I am having one issue with lighting (haven't deided on final lighting yet) as the one material isn't working with GI. I am using a simple procedural setup to make dirt and the colour is in the luminace and colour but when I only use lights it shows up like in the last posted image but with GI it looks black. (less intense lighting.) I think the luminance should make up for the lower intensity of the lights.
update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update! update!
i mean realy man, i think its just a boot <---- (yes im from canada eh) that time :) anyways it looks good i could point out sevral things you could improve but they could wait untill after the challenge and your final film, keep pushing them pixels.
oh yeah :P
LucentDreams
05-10-2002, 04:44 AM
Like your new AV, things are really crunching on me and I have no money for food:annoyed: Haven't eaten in 38 hours, where is that Stupid Alberta Loan. "Sometime in May" is n't really specific enough. Need sleep too. Now I truly understand starving artist. EA canada offered me a job yesterday, I turned it down flat, I must be ill. Anyone looking for a job EA canada is looking for 150 few good men. Must specialize in one skill not multiskills. Must have knowledge of 3D if a 2D artist. My suggestion for your demo reel is sports oriented stuff or cars. Only show one main thing (that you want to work in) like modeling, so many car models, or texturing many car decals and textures and such.
leigh
05-10-2002, 03:01 PM
Hey Kaiskai - it sounds like you are having a really rough time :surprised I was just gonna come down hard on ya for not updating for a while, but I see you aren't in the best situation to be doing any...
Ummmm....
can't really think of anything to say....
:shrug:
Hope you find some money soon :hmm: ....
....and maybe also have an update? *in a small voice*
LucentDreams
05-10-2002, 03:42 PM
yeah I'm taking a long weekend her going south to get some home cooked meals and some much needed sleeps so there won't be any updates tomorrow or Sunday, but definitely monday.
I hope to post something up today. working on it before I leave.
Yeah school is tough especially when your provincial government will give you less money for studying out of province. and only two payments in the year. My second payment is this month and they won't tell me when this month.
man have you tried eating your shoes ?, unless there plastic, then i dunno...ummm mabey take a stab at that moldy fruit in your fridge it cant be all that bad i mean bacteria eats it....
and the loan thing, i mean come on its only alberta, you expect more :)
you and deadlines, oh the memories of frantic rushes for posters and animations :)
see yah on icq sometime
LucentDreams
05-10-2002, 06:39 PM
yeah good memories, I still love checking out our great sound work for that Rube goldberg title screen, all recorded in real time no editing all vocal. Ahhh now that was a work of art.:cry:
you should post it for the pleasures of all
LucentDreams
05-10-2002, 09:00 PM
lol I'll find the CD and post before I go today. It'll show our good ol' amateur/beginner days eh
LucentDreams
05-10-2002, 10:25 PM
hers an update feedback plz, time is runnig out, ornamentals will all be on on monday. Face is still in progress so nothing for that. Scene is in the works, lighting still no clue
b.Schulz
05-10-2002, 10:32 PM
Looks pretty good so far...I'm not a big fan of that green colored texture on his legs and by his rear feet. I don't think it fits with the rest of the models textures. Just my opinion. Keep working....(when you get a chance) ;)
I do like the metal textures you have on those vertabrae <sp> by his neck. Those are nice.
LucentDreams
05-10-2002, 10:42 PM
yeah I'll give a lot of thanks to CHI on the vertabrae, he kept sending me back my renders with photoshop retouches and I would make the corresponding changes, four diffeent specualrities on themetal.
As for the green when I was taking out the green from everything else I somehow missed those, so don't worry I'll get them.. At onepoint every thing was greener but Chi yet again said scrap the green. I do all the labour and he just yells at me and he's almost always right. I hate him:wip: Tha pads are a lot darker due to the lighting so if you want to know what the pads will look like at the end look up a few early posts and thats a better represntation.
LucentDreams
05-14-2002, 03:53 PM
a small update to srota show what the ornamental stuff is like. There are many different but all related insignia's on this tiger now. Witht he extension now I feel there will be no problems getting a final render but whether or not it is a full scene I cannot tell. Any feed back if possible please.
leigh
05-14-2002, 03:58 PM
Looking great Kaiskai!! Very cool texture so far :bounce:
Maybe add some scratches and damage to it though....
:eek: :eek: !!! everytime i jump here my jaw drop down to the ground.........amazing....simply amazing................ u just ROCK'N'ROX :airguitar
It is time to put some stars here ;)
b.Schulz
05-14-2002, 10:14 PM
Looks like it's coming along...I agree...you deserve some stars. My only crit is that I think that on the last image you just posted... those textures should be on the upper most showing parts of it's body and the rusty redish looking ones should be on the lower parts of his body, just kinda reversing them. That's just what I would do...because to me it looks like that underbelly piece is 'prettier' than the rusty redish (leather looking) ones, and is much harder to see when it's underneath(that's where that's going right? And I agree that you should put some scatches on them....just a few in moderation. Looks great...keep up the good work.:thumbsup: :D :buttrock:
LucentDreams
05-15-2002, 06:48 AM
yes scratches, easy to do wil take some tme, will do that after the rest of the ornamentals, thanks for the comments. as well as some stains to get rid of the cleanliness of it.
B.schulz: Your right it will be on the belly (and th side piece too, and ther are some othe areas like the legs that will have some ornemental work to. Things are going faster and smoother now. You are right it is weird that the leather is far more rough than the metal ans all the metal work is underneath. I will look into getting more detail into the top as wel. The final image will most likely have two or three renders. at different angles. Still have a possible backup I am working on as well, still no confirmation as to whether I can use it so focus is now on this piece and not the other. Two versions at once What am I??? NUTZ?
LucentDreams
05-16-2002, 04:51 PM
Sorry but the tiger update is still rendering and I'm on my way to school. Here is the quick BG I worked up in about three hours (including render time. Still don't have a final pose and this thing is hard to pose with XL's poor bone system and no time for really rigging him.
Damn I need a better webhost but no money
:thumbsdow
Forum won't let me upload the image either.
Gaaaarghhttp://lda.artshost.com/bg.jpg If the image doesn't load drag and drop this into address bar (http://lda.artshost.com/bg.jpg)
LucentDreams
05-16-2002, 05:00 PM
Well these are from yesterday but I know you want to see something.
http://lda.artshost.com/newrender2.jpg
drag and drop if it doesn't load (http://lda.artshost.com/newrender2.jpg)
http://lda.artshost.com/newrender.jpg
drag and drop if it doesn't load (http://lda.artshost.com/newrender.jpg)
fix the feet!!!!!!!!!!!!!!!!!!!!!!!!!!!
i like the second image, its not bad, well at least for you :)
i dunno aboot the bg though??
good work all the same
l_farley13_l
05-16-2002, 06:13 PM
Looking good, loving the nice metal work. Have you tried tweeking the color, just the color on the feet to either make them stand out, or just a little diferent. Right now I cannot tell what exactly they're made from, looks like a rusted metal, but the model seems to curvy for that. Have you tried a leather look?
Also if you feel like it, thinking about the kind of bruses etc. he might get in fights could add some depth to the texturing. If you dare :) maybe rip some of the model apart, to get rid of the symetry.
Looking good,
Farley13
LucentDreams
05-17-2002, 02:00 AM
its funny how much better that BG looked in the morning. Ahhh well back to work need to fix the ground, get rid of that ugly rock in the front tweak the colours etc. As for the feet I gess they do seem to stand out and aren't well defined. I will think of something tonight. As for the surfaces, I'm not going to pull th model apart at all, but I will be adding scratches and such tonight. and finishing the head which is going good right now. I will be posing him in a less symmetrical pose, something dynamic have been sketching stuff all day while waiting for premiere to render on and SGI 200mhz 32 megs of ram crappy machine. Leica reel due today my ass.
Chico
05-17-2002, 06:37 PM
I have been watching this for a while now, but these last few updates are absoluty devine..! you say XL....This is cinema right.?
Is that the standard render..?
Top work anyway.!
Reply to me later...youve got work to do:thumbsup:
LucentDreams
05-17-2002, 06:51 PM
no the rendering in the last post is my storyboard leica reel rendering in Adobe premiere at school. lol
Yes I am using XL and it is taking a while to render now with GI so I have been rendering with three lights and soft shadows for now, AA of 1x1 min and 4x4 max. not too bad for render times, final will not have a bg anymore as I don't like the one I made and I have no time. I will give you an idea of all the render settings when the final image is done. I love XL's renderer most of the time, (95% of the time.) need bucket rendering and better caustics and depthof field but i do DOF in post for now.
LucentDreams
05-17-2002, 07:13 PM
So I just spent the last ten or so minutes trying to render the eyes as an illumination test and was only getting black, couldn't figure it out what was wrong? then I noticed the editor view looked different than before. Centered my camer on the sleceted eye and this is what I got. I need some sleep tomorrow for sure.
LucentDreams
05-18-2002, 04:57 AM
render is just finishing, should be another twenty or thirty minutes, Dang long render, longer than I thought.
SeanW
05-18-2002, 05:33 AM
Cant wait, you posing this guy? :D
LucentDreams
05-18-2002, 05:36 AM
yeah not much of a pose and I have hidden the area I was having most trouble in.. The posing set me back so hence the wait for the render. Still going. The eyes are illuminating as well so even more rendertime. They light further than I thoought so I wish Ihad time to go back but I've been rendering well over an hour already.
l_farley13_l
05-18-2002, 05:47 AM
Can't wait either :) So the eyes are illuminating the scene ? Maybe quikie fix in ps will help a little :) I have to admit that's got to be one of the worst/best feelings, that final render just waiting . . . . . . . . . (hence my tiny images ;))
Dang how long do you think you've put into this guy?
Farley13
LucentDreams
05-18-2002, 06:01 AM
Well lets see, 16 UVmaps five of wich I never used for painting, Four mis mapped head UV's before I got it right, 23 hand (digitally) painted textures, 32 new materials 2 premade. I have no Idea how many renders. Still finishing right now too, lotsa things I don't likem should have doens this as a multipass so I could edit the GI layer. some ugliness happening but too late. I don't have a clue how much time I have spent. Not to mention Darf and I spent time on another version, (mainly Darf), releasing SOC, and today I fixed a model for another C4D user. I wrote a poem, edited it storyboarded for it and made a Leica reel using my own reading of it For my final film. Been a busy month. almost, almost ahh theres something wron with the textures on the feet.
LucentDreams
05-18-2002, 06:11 AM
Final render.
http://www.lda.artshost.com/cgchallenge.jpg uncompressed jpeg no postediting (http://www.lda.artshost.com/cgchallenge.jpg)
LucentDreams
05-18-2002, 06:22 AM
brows alpha
l_farley13_l
05-18-2002, 06:23 AM
Looks like a lot of work :) Damn it's late here, glad I stayed up though. Nice to see the mug all brused up etc. You should definitely try doing something in post, mix some basic backround in. Have you had any experence with the multipass feature (I think I've used it twice - always forget ;))
You really are working yourself aren't you! Take a break just for a bit :) Strong Body Strong Mind, keep telling yourself that :beer:
(add www. to your uncompressed pic :p) I love the detail you put into the rear things above the feet, looks like it's falling apart.
see you,
Farely13
LucentDreams
05-18-2002, 06:24 AM
metal ornamental colour
LucentDreams
05-18-2002, 06:24 AM
Metal bump 1
LucentDreams
05-18-2002, 06:25 AM
Pads bump
LucentDreams
05-18-2002, 06:26 AM
seat colour
LucentDreams
05-18-2002, 06:28 AM
all textures vary between 600x600 and 1600x1600
(oh and the tiny bolts were 256x256. They only take up like four pixels at most in any medium to long shot.
LucentDreams
05-18-2002, 06:43 AM
"www." still doesn't work, need a better webserver. just drag and drop into your address bar. Basically its got a little more yellow and no loss from jpeg compression.
as for a background and such, I am going to kleep working on hme more casually and who knows, maybe a little more green on him, and the see how he fits into an oriental mystic Jungle/forest.
We'll see. :applause:
hypercube
05-18-2002, 06:55 AM
Very nice! :applause: :thumbsup:
Colourscheme tweaks work well. Love the mix of old/new styling, really goes well with the style of the original model, along with the mix of materials, metal vs. rubber, big leather pads, etc. All the flaked off gold leaf and scraped paint is really nice as well.
Cool you're going to continue it, too..some alternate combinations in different environments should be interesting..a few closeup shots in the continuing threads of the final piece as you've been doing with the wip would be a bonus too, since there's so much craftsmanship in there.
LucentDreams
05-18-2002, 07:08 AM
for somew reason I can't sleep right now so I'll work on rendering some closeups and maybe a new render with no GI just for speed reasons. I'll set up a new GI one tomorrow while I'm at school (yes school on the weekend, no classes but lots of work and I took today off.) so anyways new renders coming up. Gotta get some Simon and garfunckle goin
fxgogo
05-18-2002, 09:13 AM
Looking good Kai. I like the leather plates at the top. I would suggest you put a bit more detail into the gold plates though. Maybe bolts and some scratches off the top of my head
LucentDreams
05-18-2002, 09:19 AM
more scrathes more scrathes, Not a problem will be adding a whole buch in a few days, after abit orf rest. evryone wants lots of scratches. as for the bolts I'll paly around with that a bit but I havebeen trying to preserve Martin's original as much as possible.
Gilgamesh
05-18-2002, 09:20 AM
Well I don't want more scratches. :)
LucentDreams
05-18-2002, 09:23 AM
top view, close up profile of head and shoulders (knees and toes, knees and toes... get it) (no not the shampoo) is rendering right now.
LucentDreams
05-18-2002, 09:26 AM
Thankyou Glgamesh, was starting to think my taste was really bad. not that scratches are bad but I think he has other types of wear and tear. Actually the you may like to know I am working on a clean new version of him too, sorta like when he was first made before all that he's been through. same textures but no wear and tear.
fxgogo
05-18-2002, 10:12 AM
If you are going to do a clean version, why don't you have some lables and tags hanging off him like you do when you buy a new tv or hi-fi?
Excellent work :D
You are missing one very important element Kai to make it more realistic....grease and oil......A machine like that would have grease all over the joints and anywhere a joint could swivel or bend :) The pads look excellent but I think as the leather got more beaten up and scratched it would become darker.
For hand painted textures in PS use adjustment layers that way you can change colors,curves,levels,layer options really quickly :)
Also if possible try to keep to a maximum of say 3 complimentary colors.My reasons for this are that a machine like your model would be spray painted in a factory quite quickly with a thick coat of probably one to two colors.
Your scratches and dents would be less dense up around the top of the machine and more so at the bottom as it would be less likely to get scratched and dented at that level.
But like I said excellent work :thumbsup:
Stu.
:applause: :applause: :applause: :applause: !!!PROBABLY MY FAVOURITE !!!!!!:buttrock: this thread rox
LucentDreams
05-18-2002, 05:36 PM
Originally posted by fxgogo
If you are going to do a clean version, why don't you have some lables and tags hanging off him like you do when you buy a new tv or hi-fi?
not a bad idea. Maybe like in auction or art gallery. with Martin's and my names signed on it. we'll see when it gets done. weird process really, removing textures instead of adding. never saw myself spending a night doing this.
Originally posted by kiwi
You are missing one very important element Kai to make it more realistic....grease and oil......A machine like that would have grease all over the joints and anywhere a joint could swivel or bend The pads look excellent but I think as the leather got more beaten up and scratched it would become darker.
For hand painted textures in PS use adjustment layers that way you can change colors,curves,levels,layer options really quickly
Also if possible try to keep to a maximum of say 3 complimentary colors.My reasons for this are that a machine like your model would be spray painted in a factory quite quickly with a thick coat of probably one to two colors.
Your scratches and dents would be less dense up around the top of the machine and more so at the bottom as it would be less likely to get scratched and dented at that level.
Hmm funny that I never thought of grease. You are right that is something that no matter what would be there. I will have to get to work on that along with ome scratches. right now I am changing it to a clean First released mint condition version. I made sure to get the pads darker but forgot the saddle and the ankle pads as I was in a rush to get the final render outand the saddle wasn't visible in that render. I will make all the leathers a little darker in the original textures too though.
don't worry about the handpainted PS textures, for the armpads alone there are 37 layers some of them sosubtle I don't know why i bothered. going in and changing thins ia so simple. As I work on him I will make variations of each texture for the armpads and such as wel. The same goes for the procedurals, I used so many different layers of procedurals taht I can go in and change any one individual little thing. and i mixed so many procedurals and handpanted textures everything mixes together quite well.
Scratches and dents, yeah one or two other people mentione this as well. as I add them on I will make sure to concetrate them more on the lower half. You can't see on the pads right now but underneathe they are really warn where the finish is pretty much warn off to show that rough redish yellw suede looking leather kinda thing. will keep that going with everything else.
As for the colours, like in character design This is very true, but the resaon I went a little further (I will be adjusting some of it later. though as some stand out) as this guy isn't mass produced in a factory, as I said before I see him as an inventors work of art, his frankenstein his opus magnus. hence the gold and the ornamental textures. But yes some of the metals and such vary a little too much.
Anyways here is another render, I would have more but i finally fell asleep just as this one was finishing.
XL's GI is really impressing me, In this closeup you can see the light has even bounced from his eyes, off the brow and onto his neck. and the colour has changed along the bounces quite well. wonder how far it would go with a diffuse depth of 7 or 8? well i don't have a week to render and find out :D
LucentDreams
05-18-2002, 05:37 PM
ahhh forgot the image.
SeanW
05-18-2002, 06:18 PM
Tight, that looks really nice, your achieveing really nice colors now. Doing closeups are really doing you justice. Great work.
LucentDreams
05-18-2002, 06:31 PM
'cept on his paws, I should have kep the old texture on there cause at least they looked good and dirty. really happy with the pealing gold however.
LucentDreams
05-18-2002, 07:49 PM
a lttle colur corretion on this one makes it look much nicer, and a little cooler, I think I made the final render to warm perhaps.
LucentDreams
05-18-2002, 09:45 PM
under the back side
LucentDreams
05-19-2002, 12:10 AM
yet another, any other views people are intrested in?
Oooh ya very nice Kai :thumbsup:
That rocks.If you change that orange color to darker brown the rest of the image will fall into place better as at the moment the orange color competes with the rest :)
37 layers? damn you is serious alright :applause:
A sand type of enviroment would look best I think with this masterpiece.For sand landscapes I use bezier nurbs,and just pull up a few points in places.I hardly ever use floor objects.
When I texture a model here is what I do.
1 - How would it be manufactured 2 - what is its purpose 3 - What materials would be used as opposed to the enviroment it is designed for.From there I ask myself things like,ok if there is leather what is the leather protecting,does the surface underneath the leather need protecting?.....if you do these sorts of things then when you look at it in mili seconds or lots less actually your brain will scan the image and look at every littler peice in detail and ask is that feasible,yes/no,where it comes up as no there will be an area that will bug you visually:)
Ok rant over :D
Could you post your GI settings if you are not to busy please Kai :) I find I can usually get reasonable good results with my lighting as long as I use linear falloff on all the lights :)
Cheers
Stu.
LucentDreams
05-19-2002, 12:27 AM
I do intend to keep going with it so any advice or crits are welcome. most of the stats are there, the final render took 1 H 25 min to render with radiosity, 2 softshadow lights, one Area shadow light all 250x250 shadow maps, Diffuse depth 4 ray cast 4 shadow depth 4 reflection depth 2, Stochastic samples 40, 1 min, 30 max, 50% accuracy, 1x1min 2x2 max AA, Area shadow had a sample of 40. Eyes illumination of 10000 (yes 10000) and saturation of 250. some procedural stats are on the sla forum in bhodinut.
For the lights of course there is a slight blue in each, of different hues though to keep a little variety. One light is blue (back light in main pose) one orange (brightest, to right in main pose) and another yellowish orange light (left slightly back just barely for fill)
I have gone back and did some colour corretion in each render so if you look back some may look a little better. I don't like the flor as well, too bright but using the GI I couldn't get the lighting bright enough on the tiger (from teh dome) withought so major hit on the floor. should have difused it oh well too late.
The dome you may say is pretty much black so how can it light the scene, but if you pu the dome from about 5 to 10 % you can look almost black (which is better than pureblack anyways n my opinion) and boost the illumination and saturation settings way up. So on the dome there is actually a very nice set up I have used in a lot of renders, which is a gradient of Light blue to Ligh orang to light blue again. Creats great sunlight outdoor effects when used normally. any other questions.
WOW!
When i first got into learning what i can of this industry and how i could get into it I saw the video of this models creation and it truley inspired me.
Your texturing of this really does the model justice, im really happy to see it in such a form. Keep up the good work please pretty please :)
Gilgamesh
05-19-2002, 02:44 AM
You and Martin make quite the unstoppable team. Nice work, dude.
LucentDreams
05-19-2002, 03:09 AM
Thanks for the compliments guys I'm touched, means a lot, but I know martin can model and paint circles around me. (and good circles too ) I t was a great opportunity to work on a pice from him. who knows maybe again sometime.
LucentDreams
05-19-2002, 07:33 PM
A few closeups.
LucentDreams
05-19-2002, 07:34 PM
and another
LucentDreams
05-19-2002, 07:38 PM
still goin
LucentDreams
05-19-2002, 07:39 PM
last one for now.
Oooh ya nice :thumbsup:
Love that oily joint Kai......just add a bit more of that oil and grease further down the rest of the leg as well to reduce the contrast.As the joint is bending and moving you get spills of oil running down the leg,especially if the machine had broken seals or worn seals,which I think it probably would being in that enviroment and going by the wear and tear on other parts as well.
The metal looks great,only thing {now I am being really picky} is that it looks like cast iron,cast iron is uasually quite porous I think {might be wrong here},but if you wanted to change that I suppose you could reduce the noise in the metal and add a little bit of enviroment channel for some shine:)
It is however looking really sandblasted which it would being in a desert/sand enviroment :)
Stu.
Chico
05-20-2002, 12:29 AM
Nice work Kai....So very beautiful..!
Kiwi....where in NZ are you based..?
IM down in Christchurch..?
I live in Dunedin Chico :D......hahahahaaa small world eh bud.
Call me Stu :D
Chico
05-20-2002, 12:37 AM
Good to see another one in this Island...Chirs is around too but hes way up in Wellington with the rest...NOt too many down here though...
Are you at AReseach or Ra by chance...?
And why are all the guys I know in Dunidun called Stu..?
:p
Back on topic...Sorry Kai:shame:
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