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show user profile  herfst1
I'm undecided about the final render. Thought I'd post here first rather than in the MF gallery to gauge the levels of love or hate.

read 723 times
7/13/2012 8:09:48 PM (last edit: 7/13/2012 8:44:43 PM)
show user profile  mrgrotey
Well... Things that let it down and could easily be improved are the textures and lighting really. the modelling is good enough from what I could see in the WIP thread.

Bullet Point things that could be improved upon:

- the fact you cant see any shading of the black 'skin'. All the spawn pics show him with a blue/grey' highlight across his body so you can see the shape of his muscles/body.

- The skinning around the crotch is, to be honest, shocking ;) his nuts are attached to his right leg :)

- The lighting is general is incredibly flat with virtually no direction or main source.

- It looks like the chain is attached to the cloth on the right of the image

- The bump on the wall pillar is flipped.

- The bricks on the pillar are smaller than the main wall.

- No shadows of any sort of present.

- The background is rather dull and a bit crap :)

Well that's something to go with I think :)

read 692 times
7/13/2012 10:14:07 PM (last edit: 7/13/2012 10:14:07 PM)
show user profile  herfst1
Thanks for the tips, very helpful. I've been working on the skinning and textures but haven't touched the lighting yet. Well spotted with the pillar being flipped, would never have spotted that.

I've got no idea what to do about the background, the ref image I was basing it on had buildings surrounding him but that would be a fairly large job. Was thinking of just pasting pics on flat planes but that could look cheap if not done correctly.
read 687 times
7/13/2012 10:35:11 PM (last edit: 7/13/2012 10:35:11 PM)
show user profile  ccampbell
I think mrgrotey got it. the only other things I might recommend are normal map or displace the wall instead of bump. looks a bit flat. and anisotropic filtering is low ( blurry wall as it gets further away).

Nice job otherwise ;)

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 685 times
7/13/2012 10:35:59 PM (last edit: 7/13/2012 10:35:59 PM)
show user profile  herfst1
I tried using the xnorm PS filter "height to normals" which gave a nice map but it didn't fix that smoothness on the side wall so I chucked up a "Dr. Peppers" logo to mask it. It definitely looks better but I might try another texture on the background buildings (once I get my 8 hours in). Thanks again for your advice, Grotey (and Campbell).

P.S. I'm going to have to fix the normal map for Spawn as the thighs have almost no bumpy textures.

P.P.S. I also added too much z-depth.
read 675 times
7/14/2012 12:46:46 AM (last edit: 7/14/2012 12:50:10 AM)
show user profile  Redturtle
That background is much better. The walls / bricks look WAY too flat. Maybe displacement map for them?

IMO you need to rethink the texture / material that makes up the cape / red bits, and adjust the post of that hand that's facing forward.

read 671 times
7/14/2012 12:51:10 AM (last edit: 7/14/2012 12:51:10 AM)
show user profile  herfst1
Thanks. Yeah, I'm thinking that displacement's the way to go on the bricks. And I agree, there's too much specular on the cape with makes it look like satin.

I've tweaked the pose of the front hand a hundred times trying to make it look like he's clawing onto the lip of that pillar but it's just not working. Maybe a fist on top of it?
read 669 times
7/14/2012 12:55:46 AM (last edit: 7/14/2012 12:55:46 AM)
show user profile  herfst1

So I thought that the opacity map for the cape was working fine and so I rendered and tweaked in PS but, clearly, it's not. I double-checked my previous render and I see that it actually had the same problem but maybe the lighting made it less obvious. Anyway, I'm not loving the semi-transparency but not hating it either. If anyone has a fix I'm all ears; else I'll just say it was deliberate.

Oh, and the displacement did it's thing left, right AND top. Hmmm. Just noticed how stretched the pillar is. Will tweak.
read 642 times
7/15/2012 12:18:36 AM (last edit: 7/15/2012 12:20:51 AM)
show user profile  harmonic01
Hey herfst1,

Could you post a pic of the alpha map you're using for the cape?
read 638 times
7/15/2012 12:28:20 AM (last edit: 7/15/2012 12:28:20 AM)
show user profile  Sir_Manfred
Try setting up a falloff map on the transparency of the cape (if you decide to keep the transparency), that way you can make it less see-through when looking at the cloth from an angle.

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read 638 times
7/15/2012 12:32:05 AM (last edit: 7/15/2012 12:32:05 AM)
show user profile  herfst1
Here's a 800x800 version of the cape.

Interesting idea about falloff map, Manfred. I'll have a tweak with it.
read 634 times
7/15/2012 12:35:46 AM (last edit: 7/15/2012 12:35:46 AM)
show user profile  harmonic01
Hmmm, I'm having no problems with the transparency here, using that map. Must be something with the material or how you're applying it. Are you just straight up putting it in opacity slot? Changing any values in the Output section?
read 627 times
7/15/2012 12:47:39 AM (last edit: 7/15/2012 12:47:39 AM)
show user profile  herfst1
No, I tried messing with the outputs but didn't get any result. Black Mariah mentioned changing the output from RGB intensity to mono but it's greyed out no matter what I click. But the wierd thing is my first render had these settings and was fine:

P.S. Thank you for taking the effort to try my map out, Harmonic. Very kind and unexpected.
read 622 times
7/15/2012 1:03:27 AM (last edit: 7/15/2012 1:08:47 AM)
show user profile  harmonic01
That's no problem herfst1. I'm working on a personal project right now so it's pretty quick for me to test out the map since max is already open.

Anyways, that's very strange. Same settings as what I have. The image, I assume, has no built in alpha since "Image Alpha" is greyed out. And you're not mixing this map with anything else? (using Mix map or something like that).
read 620 times
7/15/2012 1:24:03 AM (last edit: 7/15/2012 1:24:03 AM)
show user profile  herfst1
No it's just a standard material: diffuse, alpha, specular and normals. I did delete an omni light that was near the cloak and that helped put it back to the second render's level of opacity, which I'm fine with. It's just a really annoying quirk.

Oh, and Manny, if you're reading this, I tried that falloff, no luck. I put opacity in first slot and diffuse in the second and pushed the falloff curve around to extremes but it had zero effect. The falloff was set to z-depth and I just checked the camera and that matches, so I think the settings were okay. But no stress, as I said earlier, I'm happy(ier) again.
read 616 times
7/15/2012 1:36:11 AM (last edit: 7/15/2012 1:36:11 AM)
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