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  • deathdealer

    Hello all

    Here is my latest work.




    /cheers all !
    /Cheers
    - Looking for Work.

  • #2
    Scary man!!
    Looks good though...
    Vray ROCKS!!!

    Comment


    • #3
      lol


      the deathdealer himself looks ok, but his dead opponent looks like he's made out of plasteline, and the expression on his head is rather funny!

      I think this scene would benefit a lot from nicer lighting, those sharp shadows (from the axe) are not fit for the scene.

      Comment


      • #4
        looking good overall......but the skin looks a bit plastiky, and the axe resting on his body seems to be floating....need darker and softer shadows...


        paul.

        Comment


        • #5
          Its great!....I dont mind a lot the looks of the dead body, it could be better, but is ok right now, however as others said, you need to fix some details, the axe must be rather heavy, so it should be making pressure on the dead bodie, you need to work more in there, add shadows, something that makes that heavy axe looks like is resting on the body

          Comment


          • #6
            Thanks guys ! good responses


            i must take these in to considoration, and make some changes.....but for now i dont have the streangh to continu with him......seen this scene file to long and to many times on my sceen hehe

            i want to start a new project and maybe later come back to this one.
            /Cheers
            - Looking for Work.

            Comment


            • #7
              he is just a death dealer in training. thats his training dummy. hence the plastic look and foney expression

              ---------------------------------------------------
              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

              Comment


              • #8
                I hate to say it, but I think the lighting and the background are the best parts of the image

                I think you need some more work on those skin textures before things will start to pop out

                Comment


                • #9


                  Amazing!
                  3d Graphics || www.vizproject.it

                  Comment


                  • #10
                    did some smaler changes for now.....

                    /Cheers
                    - Looking for Work.

                    Comment


                    • #11
                      Metals and the detail look great. I'm not too convinced with how simple the axe is compared to the rest of his armor though. It appears you're not using any falloff maps on that skin You at least need something in the specular or reflection channels. Are you using VRayMaterials or Standard?

                      --Jon

                      Comment


                      • #12
                        im using vray mat on almost every part on it......exept the background.
                        maybe i could make better spec map on it...
                        /Cheers
                        - Looking for Work.

                        Comment


                        • #13
                          Are you using falloff maps? This is a critical component of good looking skin.

                          --Jon

                          Comment


                          • #14
                            mmm i dont understand, falloff map (is it the deafult that comes with max, falloff ?). im using color map, specmap and litle bump also....

                            please tell me more, about falloff map

                            do u have some examples
                            /Cheers
                            - Looking for Work.

                            Comment


                            • #15
                              Yes, the Falloff map comes with MAX. In this example you can see two things that are caused by a falloff in the reflection channel. The blue around the edge is from an HDRI environment. Notice it's not visible on polygons that are facing the camera. The other is from the VRayLight which is rotating around the head. Notice that the intensity of the reflection increases as the light becomes parallel to the side polygons. Facing away from the camera is also referred to as at a "glancing angle".

                              http://www.dtoxx.com/J_Bug/FalloffTest.AVI
                              No GI, low res example

                              --Jon

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