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  • "Machineflesh"

    I made this guy for the "machineflesh" challenge on the website CGTalk.


    Makes pretty big use of the features of VRay. In the end I gave EVERY material (with the exception of a couple of tubes and wires) glossy reflections, Vray dispacement here and there, GI and area lights of course. Oh, and the distant background was a vray depth of field render.

    You can see a bit more on the cgtalk thread:
    http://www.cgtalk.com/showthread.php...6&page=6&pp=15

  • #2


    totally mindblowing ! GREAT stuff, congratulations !

    1st prize you deserve !

    I just went and watch the cgtalk thread, your world is really impressive, simply no others words.

    I just wanted to quote "I've used the lighting from a skylight (baked out to a bitmap) to give the metal more grunge in the crevices." in your metal test post, could u explain the technique of baking the skylight lighting to bitmap, thank you.


    COngrats again, you master !
    http://www.3dna.be

    Comment


    • #3
      Fantastic work .... i need to start getting into more Organic modelling.
      Natty
      http://www.rendertime.co.uk

      Comment


      • #4
        wow!
        Richard De Souza

        www.themanoeuvre.com

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        • #5
          WOW!!!!!!! COOOOOOOOL!!! ))

          Comment


          • #6
            Thanks guys!
            Originally posted by chris-x//
            could u explain the technique of baking the skylight lighting to bitmap,
            I used bake3d, I can't remember if bake3d is part of vray by default, or if we got it through some special procedure here at work. I just temporarily deleted all the lights, turned on a white GI environment, then used bake3d to bake out the resulting lighting as a bimap. I used that bitmap (mixed with grungy/noisy maps for randomness) in a blend material, to blend between a clean chrome material and a dull dusty material. The result is that the crevices look like they have collected some gunk or corrosion. The problem is that you need a seperate bitmap and material for every object. I collapsed him into managable chunks so as to minimise the number of bitmaps and materials I needed to manage.

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            • #7
              Thank you ! Once again congratulations for the work, I'm really impressed, I should get back to organic stuff and find some bucks for Zbrush I watched some tutorials and it seems so powerful !

              Regards.
              http://www.3dna.be

              Comment


              • #8
                Magic and Wouhaaa`!!!!

                Wonderful image

                Vince
                Architecture & design Sàrl
                global solution for architecture
                www.architecture-design.ch

                Comment


                • #9

                  i simply dont know what to say

                  Originally posted by gregpetch

                  ..special procedure here at work...
                  where do you work, ILM ?

                  Comment


                  • #10
                    wow wow wow...what was the render time?
                    ____________________________________

                    "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                    Comment


                    • #11
                      Wow

                      From one horsepower to 1k horsepower.

                      This beast is amazing. So is that an engine block in its back?

                      --Jon

                      Comment


                      • #12
                        I used bake3d, I can't remember if bake3d is part of vray by default, or if we got it through some special procedure here at work. I just temporarily deleted all the lights, turned on a white GI environment, then used bake3d to bake out the resulting lighting as a bimap. I used that bitmap (mixed with grungy/noisy maps for randomness) in a blend material, to blend between a clean chrome material and a dull dusty material. The result is that the crevices look like they have collected some gunk or corrosion. The problem is that you need a seperate bitmap and material for every object. I collapsed him into managable chunks so as to minimise the number of bitmaps and materials I needed to manage.
                        well, you can tell im a n00b on MAX.....cuz all this is chinese to me.

                        Comment


                        • #13
                          nice and dark!

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                          • #14
                            Ooooh my god! That is sick!!! In a very good way that is. Wow!

                            Comment


                            • #15
                              WWOOOOAAAHHHH!!!!
                              AMAZING work, just perfect. I usually saw a so detailed beast in some big
                              US blockbuster movie.
                              mindblowing , congratulations.
                              www.vizstation.com

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