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Spyro
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« on: July 02, 2008, 11:47:49 AM » |
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PanzerBoxb
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« Reply #1 on: July 02, 2008, 01:09:17 PM » |
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ladies and gentlemen without further wait I give you my Gnome Battle Armor. Damn, you tease. Seriously, that is looking quite nice. The proportions look very good and the details are coming along nicely. Could you do a couple of closeup renders of the arms?
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Spyro
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« Reply #2 on: July 03, 2008, 03:42:54 PM » |
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I had the arm renders all ready for you when the power went out. I am not going to be home till monday so I will post them then. I know this isn't as good as my brothers but I will keep working on it until its as close as I can make it. Any detail ideas? I want some more detail on the bare spots ex. The legs
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overwatch
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« Reply #3 on: July 04, 2008, 02:20:48 AM » |
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It's hard to see the details with the shiny finish on the model. Off hand I'd consider maybe taking a really close look at the TRO image, and maybe adding a bit more "depth" to the helmet features. Perhaps It's a bit too "smooth". Also, dont be afraid to go off the reservation and add some cool features of your own. Even the TRO image is just and artist's conception.
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 “Let the word and the legend go before you. There are those who will carry both.” The Living Legends
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SintoX
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« Reply #4 on: July 04, 2008, 04:57:30 AM » |
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I think it's great and will do it's job when it's "colored". Think of usual paitings, they can look 3D just because of the colors. So there's no need of "deeper" details on the helmet.
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Sorry for my bad english anyway and greetings from germany.
They who would give up an essential liberty for temporary security, deserve neither liberty or security. (Benjamin Franklin)
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Spyro
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« Reply #5 on: July 04, 2008, 10:14:41 AM » |
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I will put some more detail on the head when I get home then...also I think I might try using my bro's computer to render it and hopefully that will eliminate the whole reflection thing.
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ToeBall
Code Monkey One
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« Reply #6 on: July 04, 2008, 10:33:39 AM » |
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The whole "reflection thing" is from your material settings.
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overwatch
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« Reply #7 on: July 05, 2008, 01:02:19 AM » |
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Yeah, choose something non reflective, and your model will get that matte finish we all love.
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 “Let the word and the legend go before you. There are those who will carry both.” The Living Legends
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ToeBall
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« Reply #8 on: July 05, 2008, 01:48:54 AM » |
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I like rendering such things with a Titanium metal finish, which I think looks pretty good, like a nice semi flat metal finish, though that's with VRay and a descent studio setup. As an example:  Note: I didn't make the model but I did set up and render it for our newsletter.
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overwatch
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« Reply #9 on: July 05, 2008, 01:59:29 AM » |
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Who did make that? I mist say I've loved it since i saw it in the newsletter. And I love the sort of suggestive tall ships wheel on the back armor. Man, how fantastic is it that I am impressed to all get out by the back side of a PUMA? That model is great!
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 “Let the word and the legend go before you. There are those who will carry both.” The Living Legends
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Spyro
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« Reply #10 on: July 05, 2008, 04:13:13 PM » |
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ok now that I am back I shall see what I can do
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Spyro
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« Reply #11 on: July 05, 2008, 04:49:52 PM » |
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ok this is a test  ok and this is the 2nd test without any shiny factor in the material  any thoughts on the shiny level? I also am noticing some graphical errors on the bottom of the ankle and the side of the head that I will try to fix
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« Last Edit: July 05, 2008, 05:13:25 PM by Spyro »
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ToeBall
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« Reply #12 on: July 05, 2008, 05:38:48 PM » |
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The Puma was done by Eraserhead. The high poly is a bit over 14 million polys so no suprise that it looks good.
Can we see a side shot of the Gnome?
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Spyro
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« Reply #13 on: July 05, 2008, 05:58:22 PM » |
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the lighting is a touch odd since its from the front...if you want I can change it around and pump out another render 
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ToeBall
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« Reply #14 on: July 05, 2008, 08:50:12 PM » |
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That's fine, just from the other angles the backpack looked really odd and I was trying to get a better sense of what I was seeing. If you make C or L shaped surfaces with a white color and a diffuse material as a backdrop and reflector you can actually light your model by bouncing the light off it and it should give you a better render. You should look up photographic lighting and/or photo studio setups to get some ideas and then experiment.
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