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.
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.
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.
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 !
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.
WWOOOOAAAHHHH!!!
AMAZING work, just perfect. I usually saw a so detailed beast in some big
US blockbuster movie.
mindblowing , congratulations.
:shock: