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Garagarape sketchbook


Garagarape
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Lol. You sound just like me when it comes to that sort of thing. "I just want to get to the end, I don't want to spend time learning how, well not right now anyway".

I can't help you with rigging in Maya, as I'm a Lightwave man. When it comes to objects being held, I always do the rig and then parent the object (sword in this case) to the palm bone. Reset it's postion and rotation and then you only have to tweak its position a little, whilst bending the fingers around the item. Then when you move the wrist bone, the sword should move nicely with the hand.

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Marupura > Thanks. It is painted directly in the paint room after a "Merge with NM baking" in the Retopo room.

Used Photoshop a bit too.

Wave of Light > Thank you! Yes rigging is very time consuming. I guess that if you take care of your family

you don't have much time too. Thank you for the tip to get the sword in the right place.

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looks awesome! It looks very much like an illustration.

Some critiques:

The SSS on his arm could do with tweaking. The light is penetrating far too much. reducing your scattering distance and weight might help.

The strong light on the left of the image doesnt seem to be casting a shadow.

A Ground plane and contact shadows would help allot to ground the character.

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Scott Padbury > Thanks!

Chris Solo > Merci!

Marupura > Arigatou!

It is so international here :) I love it.

Roger_K > You are right about the light scattering and the shade.

I wish I'd be more patient, but I have no strength left for this guy.

Rigging it was so hard... But I'm planning to make a scenery next.

I'll probably put him inside and that will be easier to think about

light source then.

Here is the final shot:

arabian.jpg

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Very cool final result!! :good:

When I was younger I had the whole AL-Qadim AD&D campaign modules,your charcter really reminds me of that time.

Agree!!

++Chris

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Artman, Chris_Solo,

Yes Dungeons and Dragons was a really cool game in the early times.

I was still a kid but I remember well one off the first miniatures

box series (Magic users and illusionists).

I had no money to buy it and my parents kept on saying to me

"Don't spend too much time in this fantasy world"

(A player who's character died commit suicide, I guess they where afraid of that...).

Still thoses package where really attractive and I went several times in the shop just to see it.

IMG_1407.JPG

This module was cool too:

B4_1_front.jpg

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Hi Michalis. This is Xnormal baked AO. lol

Yes, it is too strong and don't help giving a stone feel.

Anyway, I decided to first build roughly all the parts that I need

for the scenery, and then come back on the whole texture work.

Texturing all one by one would just be a loss of time.

All at once in the very end may be better.

Yes, you are right; I noticed that 3DC AO was rather soft and imprecise

(I think there is something weird with Normal map too as a tangent space texture but I'm not sure).

Thanks for watching.

Last sculpt you sent me was awesome (your relative in 3d sculpt).

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Look cool. have you considered sculpting that tunnel in voxels? kinds a big rocky cavern or something?

for a normal render i would avoid using baked AO in the diffuse, it occludes the direct lighting which is obviously incorrect. if your baking in passes you could use it to mask out the ambient light, but it definately shouldnt be effecting the direct light.

whats your renderer?

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Hey Taros! Roger_K!

This is just Marmoset Toolbag render. Didn't tweak it too much.

It is just a test.

The tilled-parts used are all made out of 3dc voxels

(Roof pattern, bricks, columns). Didn't post voxels sculpt phase screens

because there was nothing special about it. The wall brick loop is too

obvious; still need to fix a lot of things here.

Yes, probably AO is to be handled differently. It's a bad habit I have

to always try to save data space...

The textures are still very WIP and that wouldn't be a problem to take AO out of

color map in the end.

Hope I'll find time to work on this scenery soon. Very busy at work...

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Ozukaru,

Didn't try a render in Maya.

That's a solution but it is very time consuming

when you don't have the knowledge (wich is my case).

Toolbag provides cool post-effects easy to tweak.

The scene is actually 29217 polys. But as you can see

it is too empty. I'll add arches and statues soon.

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Wow. :clapping:

my favorite themes.

Well done but some crits.

What these columns are doing in the middle of this place?

Relief is great but a little out of scale, but it's a mater of taste I suppose.

walls on vaults (they call arches vaults - roman) look too fat, no need for this.

PP is a bit heavy (bloom effect)

Keep working on this. Probably a bath construction in the middle and all the ruins from the fallen ceiling.

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Thanks for the crits.

This one is inspired by a Piranese engraving.

But still my aim is not to reproduce an existing place. This is just fantasy.

And I may put characters or monsters in it wich don't have a link

with something that did exist in "real" history.

May be a kind of "Ico" or "Shadow of colossus" character?

Or something more cartoonish to contrast with the scene.

Yes, I know the columns in the middle doesn't sustain anything.

I need something in the foreground to accentuate the perspective feel,

but still didn't found what.

Roger_K, what do you mean by chrome a bit? Is it to tweak specular?

Thanks for watching!

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