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Wail - Machineflesh

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  • Wail - Machineflesh



    Hi folks....first time to really use VRay and I used it for the CGNetworks' Machineflesh Challenge.....used glossy reflections/refractions, an area light, GI, VRay displacement on the crater......sky and people were PS'd in.....hope you likes......

  • #2
    head closeup

    and here's a closeup of the head:

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    • #3
      Nice Overall work
      You skin is really nice, but the skin around the mouth is like amazing...
      Your shoulder metal looks plastic
      Nice light setup as wall
      Alain Blanchette
      www.pixistudio.com

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      • #4
        thanks thablanch.

        The shoulder was meant to look like painted metal with a little bit of texture....there's a subtle difference between plastic and glossy painted metal eh? I'll keep working on that shader till everyone is convinced of what it was supposed to look like.

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        • #5
          ROAR
          Nice shots, It is much bigger here than on the CG talk site, so i can see all that cool detail. Vray rocks Great submission, when do you know the results?

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          • #6
            Glad you likes.....and ROAR is right.

            Public voting doesn't commence until next week sometime I think. They haven't really announced anything as far as I know. Voting takes forever though.....public (CGtalk members) vote will be first and the top 50% of that will go onto be judged by a panel of CG smarties. So it could be like August or later......

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            • #7
              Ohhh let me know when the voting starts i will vote for you, there is another one on this site that is way cool too, i am sure you have seen it.

              http://www.chaoticdimension.com/foru...pic.php?t=7019

              Hey how did you do your enviroment? How much is modeled and how much is great photshop work?

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              • #8
                Trust me, I know all too well about greg petch. Great competitor and artist. His entry is definitely very cool and something to reckon with.

                As for my image, the environment (crater and rocks) are modeled up and the crater has the super duper VRay displacement mod on it. The volume light was max too. The sky, I took three different skies and layered them and did some various dodging and burning on it (through layer types mostly) to give it a smoky, dirty, fiery look to it. I wanted to put more stuff in the horizon, but the environment isn't being considered in judging.

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                • #9
                  I guess I'll chime in since it looks like all the Dallas ppl are coming out of the woodworks.

                  Great images!

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                  • #10
                    When i see image as good as this one , i lwould like to see a wireframe too , so if you can post some , it will be great ...



                    very nice render.......

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                    • #11
                      Sorry if you are not from Dallas he cannot post any....lol If you go to his thread on CG talk he has tons of great process from sketches to wireframe and cool detailed shots. i will try to find the link for you but i am sure he knows it by heart

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                      • #12
                        wow very nice character i like it a lot but the skin looks like rubber and the metal too that was the intention?

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                        • #13
                          great character! would love to see him animated throwing the people around!

                          Chris Jackson
                          cj@arcad.co.nz
                          www.arcad.co.nz
                          Chris Jackson
                          Shiftmedia
                          www.shiftmedia.sydney

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                          • #14
                            Here's the link to my cgtalk thread where you can see in progress stuff:

                            http://www.cgtalk.com/showthread.php?threadid=133075

                            I think I'll still post a wireframe though.....been meaning to do that anyway....


                            As for the "rubber" skin thing, I guess I didn't achieve that level of reality on the shader side of things, but it's hard to get a rough, dry, brownish skin to come across as "skin" without using wetness as a crutch....most skin I see that looks real is either very human like and has SSS and some sort of wetness to convince the eye that it is skin or is peachy/tan in nature so people are used to seeing that as "skin"......oh well....everyone interprets stuff differently I guess.....thanks for your comments!

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                            • #15
                              wireframes





                              Hope this helps....

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