Nice test, pleasant and mushroom-like. Now to put it on the model… :buttrock:
Cheers!
:buttrock:
Nice test, pleasant and mushroom-like. Now to put it on the model… :buttrock:
Cheers!
:buttrock:
Hi all… Here is shader #2 for “Hellbringer” main shell/hull… Shader is almost finished, I just have to choose and setup proper shape, bump, speculars and so on… I’m posting two variants of the same shader so you can compare them and express your opinions about it… It would be very nice to hear your crits, coments, advices and suggestions…
I have to finish vertex mapping on the model… After that I’ll post it textured…
Thanks for reading and wathcing…
Cheers…
…here is second one… please, consider that this images are rendered ih the DarkTree without anti-aliasing so there are some artefacts…
“Hellbringer” is supposed to be a bad guy and some semi-organic/semi-no-one-knows-what-it-is object so i think this style and design should work well… and again… any crits or suggestions of any kind are more then welcome…
wow… i think because of resizing but images look very crappy… please, click on them to see original size images…
well… thank you very much for your comments and crits…
@ Deadly Force:
Woah ! very interesting amoeba-look !
The beginning and the end of the world as it seems…
Waiting for the next updates !
yeah… your right mate… something like that is going to be in the scene… thank you very much!!! ![]()
@ uwil:
very nice texturing there paul. sure you could write a simple shader tutorial, love to read it. keep up!
thank you very much mate… yeah… i’ll definitely write some shader and texturing tutorials but honestly i don’t know when exactly cos now i really can’t find a time for it :sad:… but sure i will maybe next month :shrug:…
@ Crusty_Butt:
Very pleasing to the eye, that design is…
Very pleasing.
thank you very much!! i’m really very glad you like it… very pleasing is to read such compliment
… thanks again!
@ keetmun: thanks Wong! i’m glad you like it… yeah… your right… it’s mushroom like design… supposed to be very bad guy
thanks again mate!!
well… many thanks to all of you for your time, comments and compliments… a great encouragement and very motivational…
best of luck and cheers… 
VERY interesting work, Paul. There appears to be a slight bit more translucency in the first version which helps sell the “organic” aspect, as does the more pronounced bump. I would opt for the first, though (obviously) the real test is how it plays on Hellbringer itself. The glowing edges are a nice touch, though I’d suggest playing around a bit more with incidence there if you were aiming for something that approximates SSS. Anyway, I’m looking forward to seeing how you light the textured model to maximize the impact of your shaders.
One quick question: what’s the polygon limit for the scanline renderer in Max? I was taking a look at Wyatt’s thread and his question about potential problems with his high-poly scene and that got me wondering whether he’d have to investigate the rendering side of the equation in addition to the limitations of his accelerator card. mental ray – at least as it’s implemented in XSI – has a limit of around 2 million triangles when running on Windows (memory useage is roughly 1 Mb of RAM per 1000 triangles, and 32-bit Windows systems will only allow a maximum of 2 Gb of RAM per application).
@ nuclearman:
hi Michael…
sorry, i’ve missed your previous post and noticed it right now… i think we posted at the same time… sorry again…
well… thank you very much for comment… yeah… i also preffer first one though don’t know how it will work on the model… and yeah again right… i’m faking SSS using incindent
and this shader has it as well… even three of them… for diffuse, bump and self-illumination… but on this images it’s hardly noticeable… did you click pic? yeah… i’m thinking about lighting constantly cos it’s going to be very complex in my scene… but there is no other choise 
ok… sorry but i don’t know what is poly limit in the max… never was wanted
2 million polys is something unreal for me…
i dont work with such huge scenes… as you can see i’m trying to fake all this polys 
well… thanks a lot Michael !!! i’ll check your thread tomorrow cos now i have to run… hehe… FAMILY…
untill later mate and cheers… 
very nice shaders my friend…I really like the uniquness of your hellbringer model,I to think that the translucent look is the way to go…I’m sure you have it all figured out though…keep on going…~Jeremy :wip: :wip:
Nice shaders
very nice work over the materials! I’ll take it a second thought when I start texturing for sure!
I prefer the first shader too.
Keep us updated and inspired! :applause:
Hi Paul,
very cool man!
Do u know the film “5th element”? The evil in space has some similar look.
…and this is a compliment, 'cause it looks really great…
One little crit: the red “veins” need a bit more polys in my eyes. There u can see hard edges in it…and I would use a slight falloff-map (shadow-light) in the diffuse slot as mix-material with less blending to make it more organic…but these are just details, and I know u do a great job here…
Keep it on, dude!:bounce:
You got some interesting stuff here dude. Cant wait to see what will come out. Whats the final concept so far?
Nicely done, now i can see your interest in the textures, you are very good at it! keep posting, it announces a very interesting final image!
Ps: Thanks for your crits on my thread ![]()
Wow great updates man. Those shader tests look good so far. I can’t wait to see more of what you have in store.
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really good shaders!! that mushroom like one is very very cool!! the power of procedurals ! 
I also like the other tests…I dont know why but I prefer the cracked look (test #3) instead of the smooth one but it’s hard to say until we see it on the model! and oh…great modeling too!!
keep rocking man!
@ essencedesign:
very nice shaders my friend…I really like the uniquness of your hellbringer model,I to think that the translucent look is the way to go…I’m sure you have it all figured out though…keep on going…~Jeremy
Thank you very much Jeremy… i’m really glad you like it… yeah… your absolutely right… it need translusenct look in some areas… more exactly in the transition area near the core in the center… i’m going to show underlaying structure through the main shell/hull in these areas… thanks mate…
[b]@ terraarc:[/b]
Nice shaders very nice work over the materials! I’ll take it a second thought when I start texturing for sure!
I prefer the first shader too.
Keep us updated and inspired!
Thanks Mike… yeah… i agree… the first one looks better… and it has more evil look… i think cos it reminds a coagulated blood… i’ll use the first shader for sure… hehe… i’m very glad your finding some inspiration through my work… thank you very much man!
[b]@ Saschi0815:[/b]
Hi Paul,
very cool man! Do u know the film “5th element”? The evil in space has some similar look.
…and this is a compliment, 'cause it looks really great…
One little crit: the red “veins” need a bit more polys in my eyes. There u can see hard edges in it…and I would use a slight falloff-map (shadow-light) in the diffuse slot as mix-material with less blending to make it more organic…but these are just details, and I know u do a great job here…
Keep it on, dude!
Great comparision Sascha!!thank you very much! this is exactly what i’m trying to achieve - evil look… cos “Hellbringer” (and this not very original name also aims to underline it) will symbolize a sin in my work…
about your crit: yeah… your right… edges are very sharp… but there is no geometry Sascha… it’s only shader with bump and default lighting in DarkTree (the program i made it with)… but thanks for your crit… i’ll probably model this shell sells cos it the test renders small cells doesn’t look good and large ones have not enough depth between them… so it’s easier to model them than create very complex shader which renders ages… also modeled cells will create nice noise on the edges… a ton of thanks for great point…
about organic look: thanks for advice mate… i’ll try it… i don’t know yet exactly what kind of shell i’ll use so all advices are welcome… thanks man !!!![]()
[b]@ Climax: [/b]
Nicely done, now i can see your interest in the textures, you are very good at it! keep posting, it announces a very interesting final image!
Ps: Thanks for your crits on my thread
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thank you very much Omar! i’m really very glad my friend that your liking what i’m making here… and yeah… i like texturing and lighting more than modeling… and i may give some useful advice or crit because i know a little bit in this field… as for crit… if i’m trying to show [/color][color=White]some [/color][color=White]wrong [/color][color=White]things in the work only because i’m sure you are able to do it better… and i think that crit, even wrong and undeserved,[/color] can’t harm and it only helps… except maybe some very sensitive or narcissistic persons and heart-bleeding liberals…
thanks again mate!!!
[b]@ taz23:[/b]
You got some interesting stuff here dude. Cant wait to see what will come out. Whats the final concept so far?
thank you very much Mihai for comment and especially for your question!
just to don’t forget to mention: why you don’t make an signature with a link to your thread so ppl can easily find and visit it… just small advice…
well… about concept: i have totally changed my mind and abandoned first idea cos it was very simple and senseless to be honest… it was the first idea that came to me after reading challenge conditions… new one is complitely different… the scene is pretty clear in my mind and i’ll try in few words explane what is going to be represented… cos i don’t want to spend a time for my crappy drawings and as i see you, i mean 2D folk, are far moor skilled but still use 3D for assistence… so i’ll post rough sketch of 3D composition as soon as i sort it out…
well.. the title of my work is (i think it's final version but ANY advices and suggestions are more than welcome):
[b]The Book of Revelations: The Battle for the Temple of Soul
[/b][color=White]in few words (i'm very sorry for my very bad English and because of this very poor language (my wife knows nothing about my terrible postings here cos probably she may kill me.. she is an english language instructor :scream: ) [/color][color=White]action takes place [/color][color=White]on[/color][color=White] [/color][color=White]the planet surface.. wide birds-eye panorama toward the horizon on a clouds level..
in the middle, closer to foreground,[/color][color=White] rising [/color][color=White]through clouds and breaking horizon are located main objects - [color=White][b]Mount of Life[/b] with [b]Temple of Soul[/b] on the top of it..
many thanks for an inspiration from his wonderful sketches goes to [b]Fahrija Velic[/b] (Fahrija, challenge thread - [http://www.cgtalk.com/showthread.php?t=179124](http://www.cgtalk.com/showthread.php?t=179124) )
background is not clear yet… but somewhere behind the mount and in the top righ corner on the level of clouds drifts “Hellbringer” symbolizing a Sin and erupts terrific but looking extremely fancy and nice [/color][/color][color=White]“Temptation” [/color][color=White]plasma firballs… this fireballs are flying toward enemies (Assualt Frigate “Freedom”) on the fan-like smooth curved trajectories leaving havey black/grey tails… also from different directions many Frigates fly toward [/color][color=White]“Hellbringer” [/color][color=White]and attacking him by [/color][color=White]launching [/color][color=White]symbolizing[/color] a Faith[color=White] [/color][color=White]powerful “Blessed” torpedos [/color][color=White](with devastating warheads causing [/color]micro gravitational collapses converting any matter and antimatter into the pure light) on the way trying to defend themselves from lethal impact with “Tamptation” fireballs with onboard “Clear Mind” PDS and “Will-Power” ion cannons…
on the left side and to the middle of the picture on the foreground happens one of this dogfights betwen “Freedom” Frigate and “Tamptation” fireball… fireball is flying toward viewer representing its full beauty and mortal danger…
also many minor but important details all over the picture like flying toward viewer partially burnt out and partially showing a logo large chunk of a one of defeted Frigates to somehow compensate much more dark right side…
and yeah.. far ground is full of the remains (some of them maybe smoking) of the both sides of the battle..
pfuuuuuuffffffffff...
as you can see (i hope you can get some idea from my delirium :D) lighting and coloring will play vital role and i'm pretty sure will be very complex task..
i hope within the second month of the challenge finish all modeling and texturing and effects and lighting in the rest period… i hope, with God’s help i’ll be able to accomplish it in time… or accomplish it at all… maybe i won’t… we’ll see…
hehe…
well.. it will be more clear what my idea is when i post rough composition of the scene..
but verbally the main idea of the work is an endless battle between good and evil… and the battlefield is a Soul of human being… secondary under-idea is that a freedom without strong and clear moral and spiritual values inevitably leads direct to the hell and in the end to the eternal death…
heh.. i forgot that i'm replaying.. anyway this is main idea and composition of my work..
ocean of thanks to you Mihai that you forced me to write all this stuff cos so long time i was about to post it but didn’t make untill your question… many thanks again man…![]()
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huuuge replay.. hehe.. well..
many thanks to all of you for your comments, crits, suggestions, support and encouragement… special thanks for your decision to spend a time for watching, reading and all the more posting your opinions here… i really do appreciate it a lot ad i am very grateful to all of you…
cheers..
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[/color]
[color=White]heh… while i was writing my huge replay i missed THREE posts… heh… sorry my friends… well…
@ ||) |V| |^|:[/color]
Wow great updates man. Those shader tests look good so far. I can’t wait to see more of what you have in store.
Thank you Richard for your permanemt support and encouragement!!!it’s very important and you know it… thank you very much my friend!!!
@ oblivionblack:
really good shaders!! that mushroom like one is very very cool!! the power of procedurals !
I also like the other tests…I dont know why but I prefer the cracked look (test #3) instead of the smooth one but it’s hard to say until we see it on the model! and oh…great modeling too!! keep rocking man!
thanks a lot Giorgio for your comment!!! i’m very glad you like the shaders!yeah… procedurals are very powerful though they have their own disadvantages like aliasing and they simply eat CPU… and your absolutely right it’s hard to say something concrete about shaders untill look at them on the model… thanks again!!
@ DimitrisLiatsos:
I can only agree …those shaders really look great…
…keep going man!
thank you very much Dimitris!! it’s allways pleasant to hear a compliments all the more from such excellent artist and simply outstanding designer as you are… a lot of thanks again…
btw i’d like to tell you it once again that your ‘Bridge Tower System’ is pure and outstanding piece of art!!!perfect forms and lines! congrats with great work Dimitris!
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well… a lot of thanks to all of you for your great support and encouragement!!![]()
i am very grateful and appriciate it a lot… separate thanks for your time and interest in my work!!!![]()
all the best and cheers… 
my pleasure to watch you work!
This site rules. So many talented nice people under one .com hehe :buttrock:
Hi all… Here is first test render of “Hellbringer”… It’s not finished yet but I’m posting it to hear your opinions and suggestions… Please consider that this ship should look huge (now it doesn’t for sure
) and any suggestions in this direction are very welcome though as other ones too…
Thank you for spending your time watching, reading and visiting this thread…
Cheers…
Hi, Paul! Looks like I just hooked up in time to catch the grand unveiling!
Pretty darned cool! As for suggestions on how to get across the scale, well, that all depends on the camera angle you opt for in the scene. The way you’re presenting the test render is reminiscent of the angle used in ID4 for the “destruction of the cities” scenes, so theoretically you could actually set up the scene that way – with the objects under the looming presence being the means of providing scale. (I haven’t read the long post concerning the background story, so I should probably back up a step and read that before providing further “off the mark” comments.) 
Okay, Paul, I’ve caught up with the backstory, and now it’s pretty clear that the position of Hellbringer with respect to the mountain will be the key to conveying scale. In fact, if you set up structures on the ground (distant buildings?), you can take another page out of the ID4 playbook and use the shadow cast by Hellbringer to clearly convey scale. At any rate, it should be interesting to see the 3D sketches, as it sounds like you’ve got one supremely complicated scene in the works. Yowser! 