View Full Version : DWIII - 3D - Firerbert - Kolt Valimyr
02 February 2008, 04:49 PM
Working on concepts as of now. Will start putting those up tomorrow and over the weekend. Totally pumped about this one! Looks like there's some great ideas floating around already!:thumbsup:
02 February 2008, 03:36 PM
Just sketching away. Not much time to dive in but tossing ideas around in my head 24/7. Gotta tone down the gun. Will do seperate concepts of that later.
In the rules it said you could have two weapons but they had to be the same. I want to have a sword as his source of magic. So would that even be allowed? A sword and a gun. I'm also tossing around the idea of attaching one of the guns to the sword to in turn make his bullets magical. It would have a lever system that would extend down into the hilt but be attached at the base of the blade. Kinda torn as to if I wanna keep him human or alien.
02 February 2008, 03:52 PM
WOooooshhh (sparkle sparkle sparkle)
02 February 2008, 04:07 PM
The shoulders seem a bit weighted and bigger compared to the torso. I would toss out the idea of a gun though; your character seems like he's fast and the air/lightening theme would fit him. Then again, bullets are quick too...Nice concept though.
02 February 2008, 04:14 PM
Some really interesting proportions you've got there, but he's sort of lacking in many other features at the moment. I don't have much constructive to say at this point because there's not much here yet. Keep going!
02 February 2008, 05:08 PM
Thanks for all the quick comments!
IvikN: Will keep this in mind. Not looking to go too bulky. More along the lines of what StacyOgie said.
StacyOgie: I really can't decide about the gun but I'm glad I'm moving along the lines of your initial reaction, fast.
Swizzle: Hahaha! Yeah, the proportions are outta whack. I intend on keeping them that way for the concept though. So believe me, it's intentional. I've found that if I get too critical of the anatomy at the concept stages, I lose the creative edge. I haven't put in much detail that would lead to real crits, I agree, but I HAD to start posting something ya know what I mean?
02 February 2008, 07:06 PM
Quick update. Just worrying about getting more info in there for some crit direction.
02 February 2008, 07:17 PM
I wasn't saying the proportions were bad. I actually like 'em.
02 February 2008, 08:48 PM
So the more I look at this guy, the more I agree with IvikN's original comment. Rag-doll. I don't want to make a huge beast that looks like he can barely move because his muscles are the size of a semi. The problem is that this is about domination and size does matter in this department (no pun intended). How could this puny turd wad defeat anyone else? Now, Grevious kicked butt in the animated series but wussed out in the movie and he wasn't that large. Maybe I just amp up his size somehow. ? ? ? ? ? ? ? ? ? ? :shrug:
02 February 2008, 09:00 PM
Gun > Muscles :) (and here's how! http://www.youtube.com/watch?v=iORmi46dowo )
I'm a fan of big smashy smashy guys..but seriously man, "smaller" guys can still look like they do damage. I like what you've got going on here :) As for human or alien, you could go a more mutated human sort of look. Like he "was" human but now has some deformities :shrug:
02 February 2008, 09:25 PM
LOL!:scream: Point well made!
What's best about that scene is that wasn't in the orginal script! He was originally supposed to use his whip to disarm the swordsman. Well everyone on set got s-i-c-k from food poisoning (except for Spielberg). They tried doing the original take several times with no avail. In order to get it over with, someone said "why doesn't he just shoot 'em!?!" They liked the idea, did the take, and it stuck.
Thanks for the motivation man!
02 February 2008, 09:53 PM
Wooosh (sparkle sparkle sparkle)
02 February 2008, 12:12 AM
Looks like you have a interesting concept coming up, I'm interested in seeing the finished 3D
02 February 2008, 03:25 AM
Added shoulder guards, cod piece, and leg flair!!!
02 February 2008, 03:23 PM
Yes, yes! I like it. The outfit was changed for the better but the spandex on the legs just doesn't go with the regality of the outfit. I still don't like the gun; he deserves a more elegant weapon though its hard to find one that'll fit him. I'd think a rapier would fit his character: http://www.soulcaliburuniverse.com/images/sc4/2dchars/Raphael.jpg . Can't wait to see more. Your sketches are very clean. :thumbsup:
02 February 2008, 07:20 PM
StacyOgie: Thanks! Yes, spandex is out. Only using it as a base guide for placing his costume. Going to use a different shin guard for the other leg to break up the symmetry in the long run. I'm still keeping the ragged leather coat, I just hid it for the time being. Don't like the boot. Looks more like a boxing shoe or an old pair of All Stars.
I've always had a good sword in mind. I think you are right. Gun has gotta go. Will get rid of it eventually. I really had another idea in my head that I think I'm going to scratch but keep in a quazi fashion.
I wanted him to have two swords. It was orginally one sword that he broke in two and mended to a new hilt. He had always used his guns as his weapon of choice, so he modified his guns to attach to the base of the blades so that his bullets would have magic as well. The only real problem I see is that usually if a magical artifact is broken in two, it doesn't work anymore. In the end I'll come up with some source of magic, but I'm not making that the focus at this point. He found the magical artifact. I don't intend on the artifact changing his physic, so I'm more concerned with what he is before he found it, then add the artifact into his costume and weapon selection. If all else fails, I'll just put a chainsaw on his arm or give him the glove of super strength from Army of Darkness.:)
02 February 2008, 11:41 PM
slowly but surely.
02 February 2008, 04:23 AM
Calling it quits on line drawing. Going into shading and detailing now. Will probably catch a lot of little things along the way.
02 February 2008, 03:53 AM
Added sword and began shading a bit more. Hope to have shading completed Wednesday/Thursday and final version with color completed by the end of the weekend.
03 March 2008, 03:22 PM
Roughed in shading and included sword(s) concept at bottom. Going to start putting in color and background. Finish this p.o.s. up and start modeling.
03 March 2008, 07:43 PM
Starting Color blocking
03 March 2008, 09:35 PM
03 March 2008, 11:06 PM
He's looking sexy; really awesome. That sword is nice too; looks like a Chinese sword. I can't wait to see him all dolled up in 3-D. Keep it up!
03 March 2008, 01:56 AM
LOL! Yeah, he may not be the biggest baddest mofo and he'd probably get all smashed up in a fight. Let's face it, when a big goblin demon rock beast from hell pops up, I'm sure the judges will take the devil fire whore over this guy. I'm stickin' to it though. If all else fails, at least he WILL be a sexiest beast of the lot! Thanks for the support Stace!:scream:
It's fairly obvious he's a Starlker and I'm thinking of giving him the air/lightning power harnessed through his swords.
03 March 2008, 02:59 AM
Almost there. Totally ready to wrap up the drawing and start modeling!
03 March 2008, 10:31 AM
cool guy! i like the concept.
03 March 2008, 02:01 PM
Really quick morning coffee lightning mock up! Thoughts or suggesstions would be much appreciated on this one. Not sure if it makes him hokier than he already is.
03 March 2008, 03:00 AM
Fleshing out the lightning a little more. Not sure about the glowing eyes. Maybe if I make them a little smaller?:shrug:
03 March 2008, 03:22 AM
that's one shiny guy! Awesome proportions. Love the outfit too. You seem very motivated, keep it up man, I'll definitely be watching this!
03 March 2008, 01:52 PM
I plan on having this finished tonight and start modeling tomorrow. I'm so stoked!
03 March 2008, 12:30 AM
He's looking damn stylish! Cool work there! :thumbsup: Can't wait to see the 3D
For presentation, personally I like the one without the lightning though. Easier for me to see the character design. Maybe less dense lightning like the first pic but smaller lightning thickness will do. Not really sure though, anybody got different opinion?
03 March 2008, 01:04 PM
Thanks XP-58! I toned down the lightning, just a tad. Not too much because I didn't want to lose the essence that he had a good amount of power. I agree though, it was slightly overwhelming!
Below is the main centerpiece for my concept submission page. I'm starting modeling today and will post individual concept pieces as I model them along with the modeling updates (the mask, the sword, etc.)!
I'm really enjoying this competition! I haven't been able to really get into something like this for a while!
03 March 2008, 01:31 AM
There's my flashy guy. Gotta love his costume. I love this character; one of my favorites in the competition. Now he modeling starts WOOT WOOT. Can't wait to see more Firerbert! Nice to have you on our side soldier:buttrock:
03 March 2008, 03:44 AM
Thanks Stacy! Starting to model. Didn't get too far today and probably won't get much further tomorrow. It will be ON this weekend. Going to seriously have to reduce some polys in the body, but a lot will get deleted out with as much garb as he's carrying around.
03 March 2008, 01:08 PM
Quick modeling update. Still roughing out all the forms to get them as close to the concept as possible.
03 March 2008, 04:27 PM
nice concept. very unique. i would like to see you push his proportions a little bit on the base mesh. make him a little more heroic. i will be watching this one
03 March 2008, 04:47 PM
Thanks Red. I agree with you completely. It will be a good opportunity to use some transpose master. Did you ever get around to getting ZB3?!? I remember when you were doing your Han Solo model you were still using ZBrush 2.
03 March 2008, 05:23 PM
yes i am using zbrush 3 now and loving it!
03 March 2008, 05:43 PM
update from my short as crap lunch break.
03 March 2008, 04:18 PM
Front and back images of my progess so far. Still a ton to do.
03 March 2008, 07:20 PM
Finished Modeling and UV layout. Ready for ZBrush. I know I could have waited to do the UVs, but I like getting it out of the way real quick like. Below is checker test, wire test and low res UV layout. Cheers!
03 March 2008, 07:24 PM
Nice, always good to be prepared before going into Zbrush heh. Only comment I have for you is, the character could do without the hat I believe... and the hat makes him look like a fantasy-like western sheriff thingy.. kinda :P. Cheers
Edit - I also think the legs could be a bit stronger.
03 March 2008, 07:28 PM
He's lookin' good soldier. One tiny crit though; is he going to be slim like he was in the concept? Looks awesome and keep 'em coming.
03 March 2008, 08:05 PM
Loukor: I debated the hat idea for a good while. In the end, I agree that it does give him a "the law" kinda look :) which wasn't my initial intention, but I also think that makes him quite unique given the rest of the competition. Bandanas and hoods are very cliché. Not to say that there are not a lot of things that are cliché about him, but that is one I wanted to be different. How often do you really see a western chinese masked armor clad stalker roaming the streets sporting the latest and greatest cowboy hat from urban outfitters?
Not sure what you mean about his legs needing to be stronger. Are you talking about the design from an esthetic standpoint -or- from a physical, bulk those bad boys up, standpoint?
StacOgie: As always, thanks for the encouragement! :wise: I'm taking it from just about everyone that keeping him slim and trim should be thrown out the window? Am I right on that subtle suggestion?
I'll put some updates from using quick Transpose master up and see what you guys think. My initial inspiration for all of this was good old Outlaw Star, and there's some scenes in there where the character proportions are very stylized. That is my ultimate goal *aside from even finishing*:eek:
03 March 2008, 11:06 PM
So I brought this happy little turd monster into Zbrush and did some resizing. Could have used Maya, but this was so much faster. Don't know if it will be that noticeable standalone.
03 March 2008, 04:50 PM
HUGE normal mapping frustration. Did a real quick sculpt of the armor piece and wanted to make sure everything was going to render smoothly. I always like to pre-troubleshoot my projects, and I'm glad I did on this one.
For all you Maya users. Below is the Mental Ray rendered image with the normal map applied. The image below that is with Maya Software. The main issue is that Maya Software has to be used for the final image as we're not allowed to use Advance Rendering Solutions such as Mental Ray. I don't understand why it will render fine in Mental Ray and go all the hell in Maya Software!:scream:
03 March 2008, 05:09 PM
it looks to me as though it is reversing one of (or multiple) channels in your normal map. First thing to check is to make sure in your bump map connection node you have Tangent Space normals selected - not bump map. If this doesn't solve it I would suggest opening the map up in photoshop and inverting (ctrl+i) one channel at a time and see if this solves the problem...
one more thing-under the polygons menu - normals - set to face. select this (with your mesh selected) it may solve some problems, hope some of this helps!
03 March 2008, 05:30 PM
kadeschui: I greatly appreciate your quick response! Unfortunately, no gas!
I used ZMapper to get the map and switched channels accordingly in Photoshop so that they wouldn't reverse out in the render. Also made sure that it wasn't selected for Bump mapping. I've tried both Tangent Maps and Normal Maps out of ZMapper and neither works in Software Render, but looks great in Mental Ray!
"OOhhh FUDGE! Only I didn't say "Fudge." I said THE word, the big one, the queen-mother of dirty words, the "F-dash-dash-dash" word! "
03 March 2008, 05:44 PM
Ah darn, ok well as soon as I get home I'll check this out...I have seen that very problem more than a few times and I have been able to fix it - I just can't remember how I did it offhand. I'll let you know asap if someone doesn't beat me to it!
03 March 2008, 06:01 PM
That would be awesome man! I really appreciate it as it makes no flippin sense to me at all. I know there's a lot of plugins and scripts out there for normal mapping but I've had so many problems with installing those in the past that I've said forget it unless I absolutely have to have it.
03 March 2008, 10:26 PM
So I did it the old school way of just connecting the out values of the map to the normal camera and it works without the blotchy dirt farm from hell, but it does give it that nasty sorty artifacted plastic feel.
Any other ideas?!?
03 March 2008, 12:40 AM
Seriously, no one else, out of the hundreds of viewers and threads, not another soul is willing to give any assistance?!?
I'm used to using MentalRay, so returning to the archaic Software Rendering engine was not exactly on my agenda of things to do with my life. Let's face it, neither Alias, nor Autodesk, has ever paid any attention to the native renderer (even thogh it's only been Autodesk for a short while).
I do also understand that given that this is a game based competition and that Max is used more for games than Maya.
Some assitance would be greatly appreciated aside from the one other member.
03 March 2008, 12:46 AM
You can use Mental ray for the winning pose and anything goes for the Beauty shot, so basically.. you can use Mental ray. Correct me if im wrong.
Lighting: For the winning pose image, enhanced lighting solutions like VRay, Mental Ray, Brazil etc., are prohibited. You may only use standard lights together with standard shadows.
I don't see "No Mental Ray" on the page. Mind pointing me to it?
03 March 2008, 12:52 AM
Noo, I meant that I liked him slim and trim lol. Sorry can't be of any help to the Maya render. But can't wait to see more of your model.
03 March 2008, 01:00 AM
Well Gosh DAMN! I love how it takes a cry baby to get results! :rolleyes:
Loukor: If I was gay, which let's admit, I was being gay, then I would give you a big sloppy kiss! I was getting all bent over nothing man. The way I read the rules was that you couldn't use those rendering engines. I guess they were saying you couldn't use "lighting solutions" provided by those engines such as FG, GI, native lights, etc. Is that correct? If it is, let's say you and I just go buy a ticket to Vegas and seal this deal right here and now!:applause:
Stacy: Cool! Yeah, I wasn't too punked up on bulking him up to the maxasourus!
03 March 2008, 01:06 AM
Don't know about not being able to use lighting solutions in those rendering/game engines but Yes mental ray is allowed :P. You owe me a beer along with the vegas part haha
If anyone on CGtalk see's "No Mental ray" anywhere... please enlighten me.
Also just a side note, you can use Maya software + Normal map but you can't use the original shader setup that you use for the normal map. I think their is a different shader setup or so I've heard... sounds complicated to me.
03 March 2008, 01:11 AM
Man I am going to go frickin' crack open a New Castle for you right now! I hope that's up your alley cause that's all I got!
I haven't seen on here that you can or can not use MR, but when I saw the no advanced lighting solution such as Vray, Mental Ray, etc. I took it as you can't use it.
Thanks again for the heads up man. You just saved me hours of pain and heartache accompanied by valium and violent head atches.
03 March 2008, 01:28 AM
So then here is another retardo question.
I've noticed that the vast majority of normal maps are tagent space. Does it matter if it is an object space normal map or a tangent space map? I didn't see this in any of the restrictions of course with my obvious blindness and incompetence.
03 March 2008, 01:30 AM
Nope doesn't matter which ever you use, and again correct me if im wrong but maya needs Tangent for it to work properly and same with some other softwares like XSI.
03 March 2008, 01:32 AM
Give me a second and I'll post a couple render comparisons between object and tangent.
03 March 2008, 01:37 AM
Tangent Space. Blah, okay, not a alot of definition. Is what it is.
Object Space: HUGE difference.
03 March 2008, 02:06 AM
object space is predetermined by a lighting angle.
It will not light properly.
You need to use tangent space.
03 March 2008, 02:11 AM
i need another beverage of sorts.
03 March 2008, 11:07 AM
Kodiak: Cool. Got it working. I was having serious issues with it at first, but tweaked some settings in ZMapper ray casting distance and it works perfect now. Thanks for the heads up.
Started sculpting the head this morning. Looking to just work my way down the body. Still a great deal to do, but ZBrush makes it really frickin' easy.
03 March 2008, 03:11 AM
Re-visiting my tools in ZB. Been resulpting armor all day and got to the sleeves. Changed some of the initial designs a bit, but still rather the same. There's also the fact that a good portion of this will be covered up by his armor on his shoulders. Blah blah blah.
03 March 2008, 02:15 AM
Just an update with a clay render.
03 March 2008, 03:59 PM
that chest plate is looking sweet,
i like the armour you added on top of it as well. and i think the legs are my favorite part, the bands around them add a lot to his form.
keep it up, this guys gonna look sweet
03 March 2008, 06:26 PM
hyperSasquatch: Thanks! I'm doing my best to stay in the zone. I'll have some more updates tomorrow.:)
03 March 2008, 03:12 AM
Not too much of it will be exposed. Mainly his chin, eyes, and neck once he has his mask on.
03 March 2008, 04:48 PM
Texturing the face. Using only polypainting this time around instead of phototextures.
03 March 2008, 06:53 PM
Starting to bring everything in and compile the base textures out of polypaint into photoshop.
03 March 2008, 08:07 PM
Odd concept you got there, but its turning out pretty good. Btw, the face texture looks great.
03 March 2008, 02:53 AM
Thanks Hank! Here's an update. Two weeks left. OMF!
03 March 2008, 09:42 AM
Very nice character, his face with mask reminds me of WWE superstar ReyMysterio:).
Great job you are almost done dude. Keep up the good work:thumbsup:
03 March 2008, 01:18 PM
thanks Madshooter! I greatly appreciate it. He does kinda have that wrestler look about him with the mask. I almost made him look like Stongbad, but decided against it. I figured everyone would just say he had biscuit dough hands.
I would actually like to hear some feedback on a last minute possible change up. Don't know if I'll do this or not, but I wanted to hear some various ideas.....
I've read various responses about the hat he's wearing. More negative than positive. My initial idea was to keep it something different. I felt bandanas were slightly cliché. Are there any other ideas to keep it fresh but not cheez?
03 March 2008, 08:09 PM
you could definitely afford to loose the hat and push the hair a bit. I think the head looks pretty good in the WIPs.
03 March 2008, 04:54 PM
Some final pieces out of ZB
03 March 2008, 06:16 PM
I had no idea, but the war had been extended by 5 days! :bounce:I don't know about you guys, but I just got a huge chubby! :eek:
03 March 2008, 11:36 AM
Not much of an update. Spent Wednesday working on the sword which then decided to either crash ZB or explode the mesh when I reimported my uv's. I've had it happen before, but never this bad as nothing I did would repair it. As a result, I resculpted the blade and I'm not too satisfied with the results. Also started working on some occlusion.
I am keeping the hat. I appreciate the feedback Quantum, but as you're the only one who responded, I spoke with a few friends of mine that are Warcraft f-a-reaks, and they said I should keep it for various reasons. So I'm keeping it.
Still need to finalize my color map with the coat and the straps. Still only have solid colors in there from polypaint, aside from a few areas like the chest. Once I break up the color with the detail I want, I'll begin working on my spec and transp maps and then experimenting with the final pose I have in mind. Still got the pedestal to build as well, which I have some concepts I'm working on for that.
Here's some close ups. Not much to see, believe me. SNORE! JPEG ARTIFACTING FROM HELL! WIll put up better renders tonight.
03 March 2008, 02:33 AM
Working on the maps for the metal right now.
03 March 2008, 08:07 PM
Body update. Color, Spec, Bump, Transp.
03 March 2008, 08:11 PM
amazing man, but i dont know why i picture him with a beard :scream:
03 March 2008, 09:27 PM
Updated with strap color & buttons.
03 March 2008, 03:56 AM
Update with coat and such. Front view and Back view below that. Still need to bring in the scabbords which will be on the back.
04 April 2008, 02:35 AM
Working on a pose. Gotta tighten up some maps I have yet to address still, but was wanting to go ahead and post this.http://i119.photobucket.com/albums/o127/oglefrogle/Pose1.jpg
04 April 2008, 11:24 AM
Another quick pose before heading out for work.
04 April 2008, 11:23 AM
Barely finished with the textures. Below is a render and you can click here (http://features-temp.cgsociety.org/gallerycrits/277364/277364_1207220941_large.jpg) for a high res render in my portfolio. After the image are my texture maps I have applied. I didn't include the glow map as I will be working on that the next couple of days for the lightning. My Transparency map is currently held in the Alpha channel of my color map. I'll extract it later as a map by itself.
I was hoping to hear some feedback from the poses I posted a few days ago, but whatev, it ain't slowing me down.
04 April 2008, 12:43 AM
I've decided I really dislike the scabbards. They just do not fit at all. Kinda at a loss as to what to do. Any suggestions?
04 April 2008, 10:05 PM
well man because of the mask and hat he looks to me like the lone ranger :scream: or some kind of futuristic cowboy so how about a good 'o' pistol or even some kind of lasso i dono :banghead:
04 April 2008, 01:39 AM
That's actually where my initial concept was taking me, but a couple of people really persuded me to not do a gun. "Uber Gun". :sad:
I agree, it's frustrating. At this point in the game, to change too much you'll be changing a lot and then none of it will make sense. Even now, I don't think it makes a lot of sense. I should have spent more time on the concept stage, but being that I don't work in a creative environment, I'm a bit rusty. You can't get very creative when your other job is sales in a sports contracting business. Aside from that, time in your free time is a luxury in and of itself that is typically scarce. Ultimately, I wanted to do something different. I guess the vast majority of people here would consider it stupid (as there's no skulls or guts or devil horns; as these are obviously the key characteristics of making something "badass"), but it is different.
So what do I have to work with at this point? Not a whole lot. So I don't like the scabards. Okay. Does he really need them? He is a stalker and can use magic, whose to say the only physical part of the sword isn't the hilt?
So below is the base texturing of his tesla sword(s), if you will. Still not entirely happy with it, but my next step is to build up his pedestal and pose him. From there I'll make room on my UV space for some planes to use up my polycount and map them with more electricity/lightning that will run up his arms and arc over to different parts of his body and between the swords. I removed the scabards completely and adjusted the straps. Added in some button straps to hold his cape on (NO CAPES!). The eyes need some attention as well. One thing I will need to be careful of is the glowmap. Sometimes these can seriously wash out your modeling and texturing. I also darkened the red on the inside of his cape. It was a bit too saturated before. Anyway.
I greatly appreciate you offering your support Octostatue. :thumbsup:
04 April 2008, 06:42 PM
Here's a quick screen cap with the basic modeling and texturing. Taking this into ZB now for some sculpting and zmapping. Sorry about my little outburst yesterday. NewCastle can be a destructive substance.:rolleyes:
04 April 2008, 12:45 AM
wow now seeing how the lightning looks on the scabards i can picture some texture animation on a game and it looks good, i agree with you that they might not fit very well the character but its all about story, not everything in the desing have to be so congenial :D and i agree with you about the skulls, guts and devil horns, at the end we know who is allways the hero in a game :rolleyes: your pedestal is looking solid too :thumbsup:
and thx for your suport man :beer:
04 April 2008, 05:08 AM
Thanks for the kind words Octostatue. Just a quick update on the pedestal. Didn't get very far as I had a ton of stuff to do today. Crack down tomorrow. :argh:
04 April 2008, 02:01 PM
That looks crazy good
04 April 2008, 06:51 PM
Still need to bake in the AO, but this is what I came up with. Onto posing with lightning effects, final lighting colors/setup, and presentations.
04 April 2008, 03:11 AM
Roughed in the lightning and playing around with the lights. Still not done obviously as the overall lightning needs major tweaking, but getting fairly close to the final product. Thanks for the comment andy6308AAA!
04 April 2008, 01:26 AM
Going on to back render and the rest of the submission pages. You can view a highres image in my portfolio.
04 April 2008, 06:17 AM
it looks great dude! what did you use to render it?, im having a little trouble because maya's hardware rendering has a huge problem with transparency so i think i'll be using valve's source engine, its the only thing i now :surprised
04 April 2008, 01:39 PM
Hey. Very nice character, the sculpt works great.
04 April 2008, 03:44 AM
beauty render. once all renders are finalized i'll make the compositions.
04 April 2008, 11:26 AM
Octostatue: Thanks as always! I'm using MentalRay. Everything is in the textures. There's no FG or GI and all lights are straight up Maya lights. No CIEds, blackbodys, MR area lights, etc. etc. I had raised this question before as I was running into the issue of my normal maps rendering wrong in naitive Maya rendering engines. Loukor ultimately responded and said that "they don't say you can't use mental ray, you just can't use mental ray for advanced lighting techniques", i.e. FG, GI, or MRlights. Which totally made sense to me. There is also the huge issue of transparency maps in the native Maya rendering, just as you've stated. So since you raised the question, I thought I would take it to the powers that be. Heavyness checked into it with the DW people. They said you can use MentalRay for rendering, just no fancy rendering techniques. They allow it as Maya people have issues with the transparency maps like you said. Hopefully this will help you and speed some things up. Good luck buddy!
andy6308AAA: Thanks for the reply, but I fear you have a severe case of COPY/PASTE syndrom. I've noticed you'll get on here and paste the same reply over and over and over and over and over. Why man? I always appreciate a reply, but the same reply that you put in 10 other posts at the same time? No offense or anything, just think it's kinda screwed up.
04 April 2008, 03:05 PM
you really are my hero Firerbert! i was so worried that i wasn't going to make the deadline due to going through all the steps to get something into valve's source engine specially since im rusty, right now im finishing up the textures and i still need to do a body/facial rig.. you know how tedious that can be if done wrong, but maybe i'll still be taking it to the game engine just for fun if i have time.
thanks again man you've saved me alot of grief :bowdown:
i also noticed andy6308AAA's copy/pasting too i just didn't have the courage say anything :blush: don't be offended andy you know we're all friends, just put a little more tough to your posts next time :beer:
04 April 2008, 03:27 PM
Always more than happy to help people out if I can. Good luck!
04 April 2008, 10:39 PM
Sweet holy moley Josh you've been a busy little bee. Can't believe how much you've got done! I think I'm a fortnight behind you. Just made my low and you are already UVed, textured, hell you've even made the plinth, which I may say is above and beyond any I've seen to date. Good work all round my good fellow, I fear I may not get much chance to complete now but appreciate every kind word and useful comment you have made. Good luck wrapping it all up now!
04 April 2008, 06:31 AM
Hey its all done. Looks cool:cool:. Just one thing the first render, the one with lighting Fx is it supposed to be your winning pose or beauty render. Cause according to instructions winning pose must be one full front and one full back pose render. The one which is your beauty render looks more like winning pose to me:). REY MYSTERIO is looking real cool:D.
Congratulations you have completed it in time.
04 April 2008, 06:37 AM
hey man looking good, if your still looking to tweak I would suggest that you tone down the spec on his breast plate, he is looking just a tad too binny, thanks for your comments btw, I think I am going to try to pull some of that stuff off in my next update
04 April 2008, 03:06 PM
robert thornely: thanks!:beer:
madshooter: yeah, the back view is completed, I just didn't have it done at the time. For the winning pose, I really wanted to show him in something that had a little more action. Thanks for the crit and comment! Personally, I am much happier with the beauty render than the winning pose. Do you think there are some tweaks I could do to make it better?:shrug: It feels really good to be almost done!
RedFish: Are referring to the armor body shape or the actual red chest plates? I agree, the specular roll off is pretty loud right now. I found this one of the more challenging spec maps I've worked on as I really wanted to use it to aid the detail and sense of material shading. Will deffinetley tone down, but curious as to which part you were talking about. I had to get something rendered out at least for me to start doing layout. I can always tweak and batch render over the night. Now that I've analyzed it more, there's parts I wanted to adjust. Some of his leg flair and the rock in the background by his feet is magically floating, etc. Just little things that shouldn't be overlooked.
Did get to make my construction renders with wireframe and normal maps. Don't think I'll post those as they're fairly boring and I'm just going to be using the same scenes that are currently up. Probably won't really post any more updates until after I submit, but still love to get feedback crits as they are always helpful!
04 April 2008, 02:32 PM
Here are my final submissions. It has been an excellent ride! I've greatly enjoyed watching everyone's work in progress. For those very few that aided me on this particular journey, I am deeply thankful. Without your input and support, I would not have made it this far.
To all the rest of you, I would have greatly appreciated your input and critique. I feel that if I had received more crits and people became more involved in the process, it would have made a much deeper impact on the final result. A lot of my decision making was based on the opinion of one or two people, and myself as the final word.
For all of you that competed, I am very proud to be a member of CGS. I have skimmed through a lot of the WIP entrants on the entry page, and I believe that our forum really has an excellent chance at winning the comp! There are so many great artists that entered. I hope that you were all able to complete your entry so we can take it to the top this year!
Now that it is over, it's time to shut down the laptop for a few minutes... at least.;)
04 April 2008, 02:46 PM
congratulations on finishing! it is a very stong piece. i really like the pose and the base. good luck to you!
04 April 2008, 02:46 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.