Added: 3 years ago
From: Verstacalisto
Views: 11,040
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  • Beautiful work my friend! You definitely have a future in this!

  • A game with that model and detail would be awesome! Are you available to partner up and make some models for me??? :P. Your skills would be perfect!

  • ahaha a nose on his head:D

  • i like this monster !

    will you animate it?

  • @AbadGorilla Thanks, I probably won't animate it. Well actually I don't even show this project anymore in my portfolio. More work can be found here cgcraig.com

  • You're turn around begins at an angle that really flatters the creature. The furnace looking grill that is at "0:23" (awesome lighting choice for those warm high lights under his right side). Did you deliberately choose for that to be exposed later in the turn around as to avoid the eye going straight to it when the piece is introduced? Any thoughts on it you'd like to share?

  • Your*

  • @drpes180 Thanks, yeah this is such an old project that I didn't know how to resolve it in a way that would allow me to have light come out just close off the back... or something like that. It's just sooo old. I don't even show this in my portfolio anymore. Again you can check out my most recent work here. cgcraig.com

  • I love the lighting! great job. I know this is an older post ( saw it on zbrsuh central) but good job.

  • this is PERFECT

    *faved*

  • You made a slight Anatomical mistake. The hands are way too big. Otherwise, great job!

  • @KaptainSparta They are probably just a little big too big but sense we were going off the toy it too had big hands.

  • @Verstacalisto how long did it take you just to shape it out?

  • Most excellent job Verstacalisto! Very nice lighting and material work on top of great modeling and maps!

    You're stage for him works beautifully!

  • @KaptainSparta I completely disagree with "way" too big. They work visually and support the character very well.

  • @drpes180 It's just that it's less anatomically correct was what I was pointing out, I wasn't saying it didn't look good.

  • awsome

    

  • turn off filtering in the maps otherwise they get double filtered

    in the texture file node turn it off, common mistake enough

  • @sephirothsinic Ehhhh I don't really believe in that. I've turned off filtering before and if you have the camera moving towards the object with the texture your going to get flickering. I just stick to lanczos or mitchell filter in the render settings.

  • its not the render settings in mentalray where you will find the filter, u keep lanczos there and it's fine, i was talking about the filter in the file node of the texture turn off prefilter, it 2011 is off by default otherwise crank up the resolution on the map

    S

  • I dunno if ur still around but i see you used mental ray to render out your spin arounds, how did u go about getting the normal maps to stand out so much in the mental ray renders, because when i render them they get smoothed out and the finer details arent as apparent as they are in maya perspective view or workspace

  • @525Leomas hum explain your process, and I'll be able to help.

  • Dude, put that up somewhere. Looks real!

  • Excellent work.

    I always thought the Rancor should have been improved for the special editions.

  • what school did you make this for? awesome!!!

  • Man... you're awesome...

    I really like your monster

    I remember him from a star wars game.. I think it was jedy academy or something like that =o

    Your textures are incredible by the way

    I'd like to be that good =)

  • Nice work ;P

  • You say Art129a... What school was this beast of a model created at?

  • Hi EggYolk, this was made at San Jose State in California. Whats your story? You going to school? Thinking about schooling?

  • I'm still two years out from college but I really like 3D animation and have been enjoying 3D modeling, So although it's a ways out It's probably good to be looking around.

  • Thanks, even after watching videos on displacement maps and getting it to work.. all it did was make the mesh look like it was "smoothed" a couple of times in Maya. Not too sure what I did wrong. I'll need to revisit that.

    Base Mesh is 50,000 and normal map was generated from Zbrush.

    If you have any questions Maya related I'd love to discuss them or talk about them. I have like 3 friends that can talk Maya with me.. trying to grow that area. :)

  • really awesome work! did you have to create a displacement map at all or was your base mesh high poly?

  • impressive! Now animate.-*

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