Advanced Member wave of light Posted June 1, 2011 Advanced Member Report Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 2, 2011 Author Advanced Member Report Share Posted June 2, 2011 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 4, 2011 Author Advanced Member Report Share Posted June 4, 2011 Very approximate rig with very bizarre controllers done. Now it is skin time... At this rate it will be 1 character a year... Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 6, 2011 Author Advanced Member Report Share Posted June 6, 2011 Almost done. The swords look like toys and there is still a normal problem with the feather. May add little effects on the blades to make the character a little more magic. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Scott Padbury Posted June 6, 2011 Advanced Member Report Share Posted June 6, 2011 That looks great! Quote Link to comment Share on other sites More sharing options...
Advanced Member chris_solo Posted June 6, 2011 Advanced Member Report Share Posted June 6, 2011 yeah great work, the light is wonderful! Quote Link to comment Share on other sites More sharing options...
Member marupura Posted June 7, 2011 Member Report Share Posted June 7, 2011 nice work! good light Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted June 7, 2011 Advanced Member Report Share Posted June 7, 2011 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 7, 2011 Author Advanced Member Report Share Posted June 7, 2011 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: 1 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted June 7, 2011 Contributor Report Share Posted June 7, 2011 Very cool final result!! When I was younger I had the whole AL-Qadim AD&D campaign modules,your charcter really reminds me of that time. Quote Link to comment Share on other sites More sharing options...
Advanced Member chris_solo Posted June 7, 2011 Advanced Member Report Share Posted June 7, 2011 Very cool final result!! When I was younger I had the whole AL-Qadim AD&D campaign modules,your charcter really reminds me of that time. Agree!! ++Chris Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted June 7, 2011 Advanced Member Report Share Posted June 7, 2011 I know the feeling. Looking forward to seeing how it goes. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 12, 2011 Author Advanced Member Report Share Posted June 12, 2011 Thanks! I started something new. It will be a crypt (A kind of Pyranese style scenery). I'll first make a big parts and items library then assembly all in Maya. Warp tool is very handy! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 12, 2011 Author Advanced Member Report Share Posted June 12, 2011 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. This module was cool too: Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 12, 2011 Author Advanced Member Report Share Posted June 12, 2011 Didn't know about the "AL-Qadim AD&D campaign modules" though. Couldn't find much pictures of it on the net. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 12, 2011 Author Advanced Member Report Share Posted June 12, 2011 Did you noticed that the wizard on the box was also a Treker? lol Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 15, 2011 Author Advanced Member Report Share Posted June 15, 2011 Baking and quick render test done. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted June 15, 2011 Advanced Member Report Share Posted June 15, 2011 Nice! Too much 3dc AO. Better avoid it and bake AO in another app. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 16, 2011 Author Advanced Member Report Share Posted June 16, 2011 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). Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 18, 2011 Author Advanced Member Report Share Posted June 18, 2011 Did a very wip scene arround the pilars. Let's fill this place with lot of grotesque sculptures. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 18, 2011 Author Advanced Member Report Share Posted June 18, 2011 Quote Link to comment Share on other sites More sharing options...
Taros Posted June 21, 2011 Report Share Posted June 21, 2011 Nice progress, which app are you using for the renders? Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted June 21, 2011 Advanced Member Report Share Posted June 21, 2011 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? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 22, 2011 Author Advanced Member Report Share Posted June 22, 2011 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... Quote Link to comment Share on other sites More sharing options...
Advanced Member ozukaru Posted June 22, 2011 Advanced Member Report Share Posted June 22, 2011 very good modeling, have you tryied a hi quality render in Maya? how many polys there btw? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 22, 2011 Author Advanced Member Report Share Posted June 22, 2011 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 30, 2011 Author Advanced Member Report Share Posted June 30, 2011 Added arches on the side of the tunnel + a relief done in 3d Coat in twenty minutes. It is very rough but it may suit this kind of place. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted June 30, 2011 Advanced Member Report Share Posted June 30, 2011 Wow. 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted June 30, 2011 Advanced Member Report Share Posted June 30, 2011 yeah i'd dial down the bloom and chrome ab. otherwise this is taking shape. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 30, 2011 Author Advanced Member Report Share Posted June 30, 2011 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! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.