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show user profile  S. Silard
Hey guys , there comes my new , full time , long term project .
Did many sketches , and made the first blockout of the human character .
More coming soon .

Inspiration is mostly come from music I listen to . PostRock , PostMetal , Melodic Death Metal , Industrial Metal
Some example : ISIS , Rosetta , Daturah , When Icarus Falls , God Is an Astronaut , Ghost Brigade ...etc.
I guess you guys do not recognize none of these .

Now I wont explain what the name of the thread want's to mean .
And I hope I won't fuck up this at Rendering , as I did with "Deep Point" .

Congrats, you found my signature.

read 1096 times
8/2/2012 4:04:28 AM (last edit: 8/7/2012 1:24:24 AM)
show user profile  Mr_Stabby

read 1089 times
8/2/2012 4:29:34 AM (last edit: 8/2/2012 4:29:34 AM)
show user profile  S. Silard
Heh ...
Today made the hand . With Polymodeling :
It's morphing , and if some part's looks like it's broken , it's because it is .

Congrats, you found my signature.

read 1048 times
8/2/2012 6:34:40 PM (last edit: 8/2/2012 6:34:40 PM)
show user profile  9krausec
you should make some normal maps in mudbox or Z. Put some crazy detail on the hand with an SSS mat.

- Portfolio-

read 1037 times
8/2/2012 6:53:28 PM (last edit: 8/2/2012 6:53:28 PM)
show user profile  LionDebt
broken / demonic / evil or whatever, the hands proportions are a little bit off :/

you can do fantasy or imaginative but have to base it off of realism to a certain degree.

For example, the ring finger (third finger) is far too long. The bones and joints in the thumb are strangely elongated and squashed.

But, really too soon to crit propery! Get working! :D
read 1013 times
8/2/2012 11:44:36 PM (last edit: 8/2/2012 11:44:36 PM)
show user profile  jStins
I think what hurt your Deep Point piece the most was that you started your modeling, texturing and shading before locking down your camera and composition of the image.

If your end goal is a bad ass still image then you need to think about this as a traditional painting and use the same process. Start with the overall composition and build it from there.


read 1005 times
8/3/2012 12:03:15 AM (last edit: 8/3/2012 12:03:15 AM)
show user profile  LionDebt
^ agree.

Individually all the pieces you modelled and put into Deep Point were awesome...

But the final render didn't do it justice. Was impossible to see the detail on the tank, the light was a bit distracting and the camera angle wasn't great. Research more into, like jStins says, traditional painting layout, rule of thirds, photography techniques etc - and apply it to this.
read 993 times
8/3/2012 1:14:30 AM (last edit: 8/3/2012 1:14:30 AM)
show user profile  jStins

/edit: I'd also say that knowing the relationship between your scene elements, the camera and main lights early on is a huge time saver. No point in spending time modeling detail that will never be visible to the camera or obscured in shadow.

Now if you want to show of the models in isolation from the scene then it may still be worth fully modeling them.


read 978 times
8/3/2012 4:45:07 AM (last edit: 8/3/2012 4:53:21 AM)
show user profile  S. Silard
Hey All . Thanks for feedback . And for help .
The full rough blockout and draft composition of the scene :
Feedback is needed .

The progress on High Poly Arm
And , just to make this right . The Little finger is a Human Finger , The Ring Finger is fully deformed Demonic/Evil or whatever you call . The middle finger is deforming . The thumb is also fully deformed .
Won't sculpt more details . It's don't have any point . Textures Will do the job .

Oh , and new material viewer for myself , and for this project . Still in progress :

Congrats, you found my signature.

read 933 times
8/7/2012 1:56:23 AM (last edit: 8/7/2012 2:05:30 AM)
show user profile  S. Silard
Modeled this violin , now learning to render with Maxwell .

Congrats, you found my signature.

read 835 times
8/17/2012 4:41:11 PM (last edit: 8/17/2012 4:41:11 PM)
show user profile  9krausec
Violin render looks creepy! And I guess creepy is what you are going for so you are on the right path! I wish you could show some renders w/o so much noise though.

As for as the composition, I don't know what to make of it. Perhaps it will tell the story better once more developed, but as of now, it just looks crammed together.

The arms are my favorite part as of now though, look pretty creepy. Can't wait to see you sculpt some jazz into them!

- Portfolio-

read 789 times
8/19/2012 12:19:45 AM (last edit: 8/19/2012 12:19:45 AM)
show user profile  S. Silard
Thanks Clayton .Yea , it's meant to be creepy , and the lot of noise is the lack of sampling level .

Now I'm back on the project , and just started to figure out the clouds . Need a lot of change , but I think it's a good start :
P.S.:I do not follow any tutorials , that's totally my own method .

Congrats, you found my signature.

read 694 times
9/5/2012 12:03:13 PM (last edit: 9/5/2012 12:03:13 PM)
show user profile  herfst1
What was the method you came up with to make the clouds, or is that a secret?

Only suggestion, if you want creepy, those clouds are the exact opposite. I'd make them represent satanic images in a subtle way (e.g. dead baby, goat's head, skull [if you want cliché], etc).
read 690 times
9/5/2012 12:12:44 PM (last edit: 9/5/2012 12:13:06 PM)
show user profile  S. Silard
Herfst thanks , will do some hidden image in it , but first I'll check the composition if it fits into it . I thought the colors of clouds will help the storytelling , but that's even better . Beside , that's a test of final method , which had took to be made under 15 minutes or less .
As of the method It's just a "very simple" material tweaking + a little bit modeling . And I gave 1 minute for my computer to render this .

Congrats, you found my signature.

read 659 times
9/5/2012 7:55:51 PM (last edit: 9/5/2012 7:55:51 PM)
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