Test render with a differnt camera and a refletive surface.
Master and Servant 3D Entry: Ryan Watkins
Kinda reminds me of a cross between a Hellraiser Cenobyte and an HR Giger painting. What’s the master going to look like?
||) |V| |^|- I’ve been around, work has me very busy right now. So I’m only post during breaks.
stevesherrin- thanks for the nice comments, as for who the master is I’m Still working that out, I thinking that the mind is the master and the body the servant and the piece is a reputation of the mind trying to free its self from the body. But I’m still working on the concept and how to visualize it.
I have finally been able to make that time to work on this project. This is the finished LW model. I had planed to have a skin pulling the figure down, but I have been working the model in Zbrush and now I don’t want to hide all the detail, so I think I will go back to having cable and wire pulling on the figure. But I still thought that this a instesting render.
Ryan
Here is the LW model after I have been working it in Zbrush. I render the model in LW with the displacement map and Bumpmap that I made in Zbrush, I did notice that I lost alot of the finer details when I did this but hopefully I will have that worked out for the Final.
I just love the freedom of Zbrush.
Ryan
I think my lose of detial is from converting my Displacement Map from a 16bit to and 8 bit texture. I down loaded a 16 bit color loader plug_in for LW but still couldn’t get the texture to load as a 16 bit.
Would like to here some comments and crits.
Ryan
I have a technique for getting better detail out of z-brush maps.
Save the maps out as 16-bit psd files. Load them into photoshop and adjust the levels of the image so that the darkest grey is now black and the lightest grey is white. Try to move the bottom and top values equally to keep the center value the same. Then you can save the file of as an 8-bit bit texture without losing any detail. ![]()
You’ll have to play with the displacement and bump map scaling in LW to get the same look as your z-brush model, but at least the detail is available.
I really liked your idea of having the skin tied to the ground. (Gruesom) I know there’s some good detail in your model but it would be a shame to ditch a great idea.
Ken- I tried your technique last night, and it is deffently works for boost the map, I donlt think thou that it really brought out any more detail in the displacment map, but it did how ever make a very nice bump map that help make the detials stronger.
I did find that alot of the detial was being lost because my surface smoothing was set to high, by lowering it down to 50 degrees it brough out more detial that was smiple being smoothed out.
I will edit it this post and add more detials after I had some coffee.![]()
Ryan
Eyewww enochian…I really dig your concept and the direction you’re heading in toward its realisation so far… The ‘falloff’ reflection looks great and the model is very expressive…Keep it up man:thumbsup:
Hi Ryan!
U have pretty damn good results 
And the model looks alrerady awesome!
Alltough i dont see much similarity between our entries-maybe only poses are ab it similar 
DaddyMack- Thanks for the post, I really like the reflection to and would really like to work it into being more of a stronger part of the final comp.
Kanga - I really glad you see my work as being and sculpture and work of art, I couldn’t think of a better complement.
taavi- I was defiantly commenting on the similarity is pose not in subject. Thanks for post.







