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A Little Bug Fellow
show user profile  jStins
Hello all,

I've been lurking more than posting lately, but I'm glad to see MF still has everything (and everyone) that makes it great.

I've finally been able to put some time in on some personal projects. I posted this in the 'What are you working on' thread, but thought I'd go ahead and make it's own thread for it. (To help keep me motivated so this project doesn't go unfinished like so many others)

Photobucket

I've finished modeling the head and have started working on shaders and normal mapping in zBrush. Some of the normal map detail gets a bit lost in the SSS effect of the shader. Does anyone here use zBrush and normal maps for prerendered stuff? I'd love to hear any tips on maintaining normal detail in rendering... Anyway, I've also started blocking out the concept for the rest of the body.

Photobucket

Any comments or critique are welcome. Thanks for lookin!

-Joel




read 1028 times
12/11/2009 3:20:44 PM (last edit: 12/11/2009 3:20:44 PM)
show user profile  mrgrotey
Looking great though the bottle cap hat needs its frilly edge to be MUCH more defined I think



read 1014 times
12/11/2009 3:33:35 PM (last edit: 12/11/2009 3:33:35 PM)
show user profile  jStins
Thanks grotey. I totally agree on the hat. I'll try to define the ridges in the hat in the normal map. I'll bite the bullet and tweak the geometry in Maya if that doesn't work. I'm aiming to have all the texturing/shading done for the head and accessories today. I think maintaining consistent scale will be the most challenging thing here.

Here's a quick camera shot of the guy that I rendered to as a render farm test at work. Also my first attempt at using vimeo... Lets see how this works...

Bug_WIP01 from Joel Stinson on Vimeo.

-Joel




read 942 times
12/12/2009 2:30:48 PM (last edit: 12/12/2009 2:30:48 PM)
show user profile  jStins
I've had a little more time to work on this guy. Most of the primary body modeling is blocked in. I'm getting ready to finish that up and begin unwrapping the body. Let me know if you see anything to fix before I start that process.

Photobucket

And here's a couple blend shape tests (the teeth are placeholders at the moment). I get tired of looking at the same lifeless expression and it's fun to see some of the character's personality start to come through.

Photobucket

Any comments or critiques are welcome. Thanks.

-Joel




read 798 times
1/28/2010 8:41:45 PM (last edit: 1/28/2010 8:42:46 PM)
show user profile  Erm Kahoff
Looks really good but the bottle cap hat dosent look like a bottle cap any more.

REGANART
REGOON



If everyone around you is panicking and you are calm, perhaps you haven't fully grasped the situation


read 757 times
1/29/2010 2:28:35 AM (last edit: 1/29/2010 2:28:35 AM)
show user profile  jStins
Well progress has been slow due to other work/life stuff, but I thought I'd go ahead and show a small update. All the modeling for the body is complete and everything is unwrapped.

Photobucket

I'm excited to start a zBrush/texturing pass later this week.

Cheers :)

-Joel




read 585 times
3/9/2010 6:36:01 AM (last edit: 3/9/2010 6:36:40 AM)
show user profile  jStins
Small update with an initial texturing/shading pass on the body.

Photobucket -Joel




read 516 times
3/10/2010 10:58:56 PM (last edit: 3/10/2010 10:58:56 PM)
show user profile  jStins
Here's another small update on the shading/texturing of the body. Comments/critiques are welcome.

Photobucket

-Joel




read 422 times
3/18/2010 5:13:16 AM (last edit: 3/18/2010 5:13:16 AM)
show user profile  mattymoose
the blue armor/shell is too saturated IMHO YMMV, maybe look at some macrophotography of beetles for mat/lighting reference. Otherwise very cool, design is nice.


read 410 times
3/18/2010 6:34:33 AM (last edit: 3/18/2010 6:34:33 AM)
show user profile  jStins
Thanks! I think I agree on the saturation. I'm going for a bright and colorful look, but I may have overdone it there.

-Joel




read 356 times
3/18/2010 8:46:58 PM (last edit: 3/18/2010 8:46:58 PM)
show user profile  jStins
Here's an update on the shell shader with some reference I'm working from.

I lowered the saturation somewhat and made the normal map more pronounced. I currently have it setup with a mia_material_x with two color maps, one for the main color variation and another orange-ish one wired in with fresnel falloff.

Any suggestions/critique on the shader and texture? I'm kind of stuck on it at the moment and I'm anxious to move one to other parts of the character. I'm using Maya 2010 w/ Mental Ray BTW. -Joel




read 264 times
3/23/2010 10:08:41 PM (last edit: 3/23/2010 10:08:41 PM)
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