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View Full Version : Objects: Sands of time and Skeleton feet.


sonix
09-05-2003, 01:09 PM
Hi all, ---EDIT--- I have hopefully tweaked the relevant parts. Updates are in place of the originals.
---EDIT---
Amidst all my current works, I can now finally lay this one to rest as finished.

The Sands of Time:-

>http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext4.jpg< Click for link. (http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext4.jpg)

>http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext5.jpg< Click for link. (http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext5.jpg)

Skeleton feet, fine detail renders:-

>http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext1.jpg< Click for link. (/http://reblended.com/www/sonix/Assets/Images/Skeletonfeetnewtext1.jpg)

>http://reblended.com/www/sonix/Assets/Images/Goldenbones.jpg< Click for link. (http://reblended.com/www/sonix/Assets/Images/Goldenbones.jpg) I think they look quite good in gold.


--EDIT-- Methods used, 100% Blender for modeling and renders, tiny amount of grain and focal blur using PhotoShop 5. Bone texture is made using Blender's built in procedural textures.

Comments are welcome and greatly recieved,

Hope you like,

Sonix.

stephen2002
09-05-2003, 01:33 PM
not bad. The texturing on the bones could use some help to cut back on the stretching. I would strongly suggest using procedural textures instead of image textures, you will be able to get the same effect.

Also it is odd that the bones still have ligaments attached to them. The ligaments would have rotted along with the rest of the body. It is also an odd skeleton; I certantly wouldn't want that bone structure :)

The chains are also looking odd espeically at the top; there is nothing holding them up!

PsychoSilence
09-05-2003, 05:33 PM
not so sure about the bone tex...maybe use my shader for bones ;)

but the chains are well dine i have to say ! rock !:beer:

sonix
09-24-2003, 12:13 AM
Stephen2002, I have tweaked the textures of the bones. They were procedurals and still are. I had the mappimng system set up incorrectly, but now there's no stretching.

The ligaments are there because I thought the bones looked too bare without them.

PsychoSilence, if you have a bone shader for Blender, that would be cool, but I expect it's for Max? I haven't exported it to Max yet, but if I do that would be cool.

Please check the first post for the new renders.

Sonix.

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