I'm so glad Halo Wars is finally out. I can't wait to play the game and to finally show some characters I made for it. It's been over a year since I originally worked on it and feel I have learned alot since then. It was also the last project that I used the Brazil renderer on. Most everything I have done these days is in Mental Ray. Brazil you will be missed...kinda.
Damn...your skills are good! I was using vray for some time, then I passed to brazil thinking..ok that's what elite uses! and now i see that u pass to mental ray. Is that more efficient? Don't know yet what differences are between xsi and max on mental ray render, I'm looking to achieve a realistic character, so I want an expert opinion if you don't mind
Oh hey, they made an action figure out of your character. or at least, i think that it's the character you are talking about. very awesome. i hope the game does well ^_^
since you're all about mental ray .... any advice on how to keep detailed normal maps functioning in mental ray's skin shader?
If your in Max; so far skin and normal maps haven't worked out for me. I generally use zbrush to render out displacement maps that I adjust the levels then use as a bump map. A good method is to render out a displacement map at subd1 in zbrush, then go up to level 2 or 3 and render out another displacement map that you use as a soft light layer in photoshop to pull out the finer details...Kinda easier to show maybe I will just post a pic of my texture setup in the future. Oh and the toy way made before my model
If you want realistic characters I think Mental Ray is the way to go for now. Last I checked Vray really didn't have a good skin shader. Mental Ray's skin shader is complicated but it looks good when you get it right. Mainly I just use what I'm told to, haha.
Devious Comments
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create your own world, walk in it, breath in it, give it life, give it dreams and hopes, in time it will become real.
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No one can be the best, because everyone has something that someone else does not.
Celphirio
Cheers brother!
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GET TO DA CHOPPA!
since you're all about mental ray .... any advice on how to keep detailed normal maps functioning in mental ray's skin shader?
A good method is to render out a displacement map at subd1 in zbrush, then go up to level 2 or 3 and render out another displacement map that you use as a soft light layer in photoshop to pull out the finer details...Kinda easier to show maybe I will just post a pic of my texture setup in the future.
Oh and the toy way made before my model
Mainly I just use what I'm told to, haha.
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create your own world, walk in it, breath in it, give it life, give it dreams and hopes, in time it will become real.
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