DWIII - 3D - Firerbert - Kolt Valimyr


#87

Barely finished with the textures. Below is a render and you can click here 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.

Color Map

Tangent Map

Specular Map

Occlusion Map


#88

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?


#89

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:


#90

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?
:lightbulb
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:


#91

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:


#92

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 :smiley: 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:


#93

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:


#94

Wow

That looks crazy good


#95

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.


#96

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!


#97

Going on to back render and the rest of the submission pages. You can view a highres image in my portfolio.


#98

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


#99

Hey. Very nice character, the sculpt works great.
http://forums.cgsociety.org/showthread.php?f=234&t=604654&page=4&pp=15


#100

beauty render. once all renders are finalized i’ll make the compositions.


#101

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.


#102

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:


#103

Always more than happy to help people out if I can. Good luck!


#104

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!


#105

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.


#106

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