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Thanks guys, glad you dig the briefcase Aga22: That's a valid point for any situation, except for this one. First of all, if I was going to make it look like it's made out of leather, there wouldn't be any kind of detail whatsoever. The material these things are made of, is too thick and basically has no stretching at all to begin with. So instead of the faces and hands, you would see some bumps on the briefcase without any distinct features.
And even if it was a lighter material like silk or thin rubber, most of the detail I have here wouldn't be visible either because of the stretching. Just some main landmarks like nose, cheeks, chins - that kind of stuff. The idea here is that the briefcase is, well for lack of a better word - magical. I was trying to capture the emotions of those 'souls' trapped in it, and the only way to do it was to make this made up material. I hope it made it clear I do appreciate your comment, though. Euro Truck Simulator 2 Download Ita Completo Gratis Pc Spiele on this page. I'm always open for any crits.
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Here's a little something I dag up a couple of days ago. The model is very near and dear to me, because, first of all, this is one of my favorite characters of all time, and secondly - it's one of my fist characters that I've created. Made this guy back in 2007 but decided to give him a little make over.
I'm planning to print this thing, so I might need to tighten some of the elements up. Also, I'm not quite sure about this yet, but I might add something in the background to spice the whole thing up a little bit. Got a couple of ideas: 1. Make his rocket ride thing crashed into the ground and standing almost vertically behind him 2. Model Evil The Cat and put him under Jim's foot 3. Craziest of them all - model ALL the villains, pile them up and put Jim on top of that mess. I think it's doable, gonna take hell of a lot of time though and probably a fortune to print it.
What do you think? Speaking of printing, does anyone know any good places where I could check this stuff? With rates, examples etc etc.
I haven't printed anything before so I'm really knew to this stuff. Anyways, pics! And the old version. Thanks for the comments guys, I'll get back to the model, but for now it's put on hold. Anyways, I've been asked a couple of times to make a video tutorial on how I sculpt clothes for my characters, so here's a little something. It's a piece for my new model, there will be a jacket as well, so that's why the back on the sculpt is so empty.
But it should give an idea how sculpt. Speaking of jackets, if I'm not busy tomorrow, I'll start working on that and record the process as well. If not tomorrow, I'll probably post something on weekend. Here's how the sculpt turned out. Enjoy the video and hopefully it would be of a help to someone! No support for Youtube?
How do I embed videos here? Yup, I agree with you. Unfortunately rendering and composing is something I don't have much experience with.
I altered the final render though Dude that is a great piece and put some more effort into it so it shows as such. I mean I can't describe how much you are really screwing yourself over by not working on the presentation more. Tiger Woods Pga Tour 12 The Masters Pc Keygen. Furthermore if you're not good at it shouldn't you be trying to strengthen that skill? Just my thoughts. I mean you have fucking amazing sculpts, but if you work on that presentation it's the difference between meh and HOLY FUCK. I'm also bad at animation, doesn't mean I need to study it harder I get what you're saying, and you're right. The problem is, however, I'm more of a 'technical' guy rather than artistic.
It's not about me being bad at lightning, rendering etc, it's about my lack of vision of the lightning and other 'presentation' things. I could learn that stuff I suppose, but right now I'm trying to get a job as a modeler, not a being-good-at-everything artist. If it makes any difference, the 'render' of Devil's advocate is a realtime screen grab from Marmoset. Thats nonsense youre saying there. Dont tell me you are not that artistic if you get anatomy, clothing, folds and faces that right. You got an eye for aesthetics over the time, as everyone does, and Im 100% sure you can tell what looks good and what is not (exaggerated) on any not highly complex compository szene or image.
All you need to do is find the options you need to play with in your 3D program, and play with it. You know what looks right, all you need is trying out. Get a rim light, put 2 spots and crank up the options. AO and GI on, and fine. Put a decent non-grey gradient in the background or get some hi-res texture there, A little color correction, maybe some blur, and you have a great looking image. All you need for a great render is a great model, and you got those.
The rest is playing around, having fun and be amazed how you stuff looks under a certain light. Mr_ace: Good eye! I wasn't sure what to do with the pants. I started them out as something made out of fabric but then switched to leather. Right now, everything except the knees is leather. I might tone down the details in there a little bit and make them more 'crisp'.
Shrike: Thanks, that's a good post Being good at anatomy or understanding how cloth work has absolutely nothing to do with being artistic. If I used that knowledge and skill to make something stylized or completely original, that's a different thing. And sure, I can certainly tell what looks good and what isn't, but if we go back to Devil's advocate, I don't see anything bad with it. To me it looks good the way it is right now.
I know it can look better, but I don't know how to achieve that 'awesome' look. I'm confused what we're talking about here actually. I had some comments regarding Devil composition but it looks like you're talking about my recent updates. If so, I'm not even trying to make them look good presentation wise.
Those are just screen grabs taken directly from ZBrush. Those are all WIPs. I want people to see the actual raw model without any distractions so they can tell if it looks good or not. For the final piece I'll make something more interesting for sure. But thanks for comment, I do appreciate it. I don't have the luxury of spending time on learning all the rendering techniques at the moment, but once I'm done with all the modeling sutff I've planned here, I'll probably get to it.
Have some really good modeling and sculpting skills, texturing looks good too. If you are indeed completely stumped on the rendering part, it might be a really good learning opportunity if you released the model and textures to give other people a shot at demonstrating what they are talking about with rendering. I would imagine people would be willing to do that, since you have such cool stuff to begin with.
I would give it a shot at least. Not sure how you would feel about actually releasing your work, but just thought I would suggest it.
Mr_ace: I used mental ray and Andrew Nash' 'Fake it' pack and some post work in PS. I didn't have any time to tweak the render settings, so basically used the default ones. Will definitely play around with those once I'm done with the model. As for the pose, I went with Skin Wrap technique in MAX.
It worked really well for my previous model, but in this case, I should've just used the transpoe tools in ZBrush. Had tons of things to clean up after exporting the model from MAX. The technique works best when the model isn't so heavy on objects/accessories I suppose. BradMyers82: I've done that a couple of times actually. It's good in a way that I do get to see what could be done to a model in terms of texturing, presentation and all those things. The problem is, however, is that, I do have a blurry image of the complete piece every time I make something. But when I get a render of one my models from someone else - it's their vision of the model and final piece.
I've done this twice, and both times I was disappointed. Even though on a pure technical level, the works were well done. It's kind of tricky. Ideally it would be to send someone a model I don't really care about. But I won't make anything good if I don't care about what I'm doing.