
Curious about all the hypershader nodes I went nuts with him.. haha XD
His texturing is still a work in progress, I plan to add belly scales, teeth and tounge as well as some other kinds of markings and horn textures, etc... Im still learning the texturing tools of the trade in maya and right now this is all mostly procedural (besides basic painted diffuse layer and a ton of alpha masks I did to seperate the procedural layers... squee..
Oh and the textures not baked or pined yet so you see his skin move about when he walks, thatll go away at the end too yup yups.
Sorry bout not posting this sooner, oh and I posted an animation of him walking too so check that out :P
His texturing is still a work in progress, I plan to add belly scales, teeth and tounge as well as some other kinds of markings and horn textures, etc... Im still learning the texturing tools of the trade in maya and right now this is all mostly procedural (besides basic painted diffuse layer and a ton of alpha masks I did to seperate the procedural layers... squee..
Oh and the textures not baked or pined yet so you see his skin move about when he walks, thatll go away at the end too yup yups.
Sorry bout not posting this sooner, oh and I posted an animation of him walking too so check that out :P
Category All / All
Species Western Dragon
Size 1000 x 800px
File Size 324 kB
Yup! You can see Maya 7.0 right there in the interface, Maverynthia. Great work Vash! Can't wait to see it all when you have it finished. On an interesting note though, the thumbnail that I clicked on in main the browse page which brought me here was to a totally different picture. Hmmm.. Verrry odd. Oh well, keep up the good work!
--Onni
--Onni
Haha that icon was there on purpose, I though it'd be funny XD
And btw, he is vash, I am SpitFire :P Hes a bit different than I am in terms of form, but we are both colored the same.... Maybe I got lazy and didnt want to model wings a mane and a tailspade? Or maybe because I was nagged that I make too many 3d creatures with wings? Who knows :3
And btw, he is vash, I am SpitFire :P Hes a bit different than I am in terms of form, but we are both colored the same.... Maybe I got lazy and didnt want to model wings a mane and a tailspade? Or maybe because I was nagged that I make too many 3d creatures with wings? Who knows :3
Play moar! I think you can create a paint layer, and then map it to like, the input of the "size" attribute of a cellular map, and actually "paint" the scales larger and smaller that way. At least, IIRC, nearly every option in the Hypershade is mappable. :D
Still, for almost entirely procedural, this is reeeeally nice. n.n
Still, for almost entirely procedural, this is reeeeally nice. n.n
... You know... thats not a bad idea there.... I gota write that one down for later, its probably possible to do :) I haven't don't painting in the editor before, but something like that Id want rather symmetrical so Id prolly just do it in photoshop... but linking it to scale size is very very intriguing, cause I think its possible to do :P
Only thing is, I think the paint tool only offers feedback on the "main" channels of the texture, so you'd probably have to paint it on one of those, and then reattach the map somewhere else...
*shrug* Or do it on something that doesn't make a difference to the texture, and also attach it to the scale size. :D
*shrug* Or do it on something that doesn't make a difference to the texture, and also attach it to the scale size. :D
You know Ive gotten ALOT better at UV mapping, thanks mainly to pelt mapping in max and UV unwrap in maya, I can do what used to take me 12-16 hours now only in 2-6 Sometimes UV mapping can be fun for me tho (as long as its strategic and not tedious), so maybe Im just weird XD
No major details in photoshop, but the basic colors, the purple the blue, the pink, all that painted in to help color the scales right...
as far as alpha masks go I think I have 5 or 6 B/W masks painted by paw to define the different layers of scales/plates
I will be adding more things as time goes by tho, just dunno how much or by when XD
as far as alpha masks go I think I have 5 or 6 B/W masks painted by paw to define the different layers of scales/plates
I will be adding more things as time goes by tho, just dunno how much or by when XD
The thing that kinds of made me go "uhh?" was the fact that you used so many procedural stuff, and your formation is supposed to be game orriented. I'v never used maya myself, but under Max, you can't just use most of those shaders in real time. Or is it just a side project? My school kind of had the same problem with that, they showed us a shitton of stuff that won't be applied ingame.
Got another question for you, your rigs, do you use the Biped System, or a custom bone setup?
And finaly concerning Z-Brush, get to it man. Become a Pro with it. Its one of the most used software in the industry, nothing comes close to what it does. My character modeling teacher, Nghiep Phan (One of the senior character artist at Ubisoft Montreal), talked to us for a friggin hour on how important knowing zbrush is now. So if you want to be a chracter artist, learn that thing.
Got another question for you, your rigs, do you use the Biped System, or a custom bone setup?
And finaly concerning Z-Brush, get to it man. Become a Pro with it. Its one of the most used software in the industry, nothing comes close to what it does. My character modeling teacher, Nghiep Phan (One of the senior character artist at Ubisoft Montreal), talked to us for a friggin hour on how important knowing zbrush is now. So if you want to be a chracter artist, learn that thing.
well the procedural textures can be baked into texture files in the end, so no worries there..
I make my rigs, hehe.. I think Ill add a pic on here pretty soon of vashes rig (just added tounge and teef!), because of how popular his skin pic has become :) Ive tried biped (thats a MAX thing too, btw, not maya) and I never really liked it, it made simple walks a snap but soon as you wanted to do your own thing it starts to become a hindrance... but the way it does procedural steps is great for complicated floor geometries, specially since you can time each step exactly at the right moment, etc. :)
Yah definitely going to try to learn zbrush... Though I dont really consider myself a character artist since I cant draw too well >_> so I dunno what subject Im going to focus in exactly.. maybe animation.... maybe level design, maybe character modeling, who knows XDD (lack of drawing skills means my zbrush talent will be capped too >_> I call it a texturing problem someone else can deal with, hows that? XDD)
I make my rigs, hehe.. I think Ill add a pic on here pretty soon of vashes rig (just added tounge and teef!), because of how popular his skin pic has become :) Ive tried biped (thats a MAX thing too, btw, not maya) and I never really liked it, it made simple walks a snap but soon as you wanted to do your own thing it starts to become a hindrance... but the way it does procedural steps is great for complicated floor geometries, specially since you can time each step exactly at the right moment, etc. :)
Yah definitely going to try to learn zbrush... Though I dont really consider myself a character artist since I cant draw too well >_> so I dunno what subject Im going to focus in exactly.. maybe animation.... maybe level design, maybe character modeling, who knows XDD (lack of drawing skills means my zbrush talent will be capped too >_> I call it a texturing problem someone else can deal with, hows that? XDD)
Actually by Character artist, I meant Character Modeler, not Character Concept Artist. Theres no words to describe how awesome Zbrush is. If you have a decent waccom, its just a real pleasure to work with.
We'v been using MAX9 only so far. I beleive we'l have classes with Maya at some point, more of an introduction than anything else. I'v never even booted the program, but we do have it installed on all workstations. I might take a look at it.
But since Autodesk bought Maya, you can expect both Max and Maya will become closer and closer or might even merge into one large suite. And if you trust Autodesk, it'l be buggy as fuck. I know they already started, Max9 obviously has codes that originated from Maya; it just became super-optimized with high popygon counts compared to Max8. I wonder where that came from eh?
I'm a biped hater too, but our teacher loves it. I suspect he makes love to a real size replica of a Biped when we'r not looking. Bones are so much more powerful. Doing rigs is one of my life's greatest treasures. Well not really. And besides, how am I going to rig my dragon with a biped?
We'v been using MAX9 only so far. I beleive we'l have classes with Maya at some point, more of an introduction than anything else. I'v never even booted the program, but we do have it installed on all workstations. I might take a look at it.
But since Autodesk bought Maya, you can expect both Max and Maya will become closer and closer or might even merge into one large suite. And if you trust Autodesk, it'l be buggy as fuck. I know they already started, Max9 obviously has codes that originated from Maya; it just became super-optimized with high popygon counts compared to Max8. I wonder where that came from eh?
I'm a biped hater too, but our teacher loves it. I suspect he makes love to a real size replica of a Biped when we'r not looking. Bones are so much more powerful. Doing rigs is one of my life's greatest treasures. Well not really. And besides, how am I going to rig my dragon with a biped?
biped supports quadrupedal characters as well as backward kneed characters... interesting enough I got a book on biped despite it not being taught in my classes.
Were using max 8 and maya 7 at our school and is likely to remain that way at least until the end of next quarter probably..
Ive done 2 characters in maya and 2 characters in max, and for modeling I prefer working in maya usually.. rigging in maya ALWAYS but UV mapping and lighting I like max... they all do the roughly the same stuff its just how they do it that is the difference... :)
Were using max 8 and maya 7 at our school and is likely to remain that way at least until the end of next quarter probably..
Ive done 2 characters in maya and 2 characters in max, and for modeling I prefer working in maya usually.. rigging in maya ALWAYS but UV mapping and lighting I like max... they all do the roughly the same stuff its just how they do it that is the difference... :)
I'm using a new account, because my old one has been eaten by FA, or something similar.
I'v since given Maya a run, just to try out some basic modeling and rigging. Polygonal modeling seems pretty strong, but I didn't notice any apparent features that stood out. Max, Maya and XSI are all pretty strong in Polygonal. I guess a polygon is a polygon, no matter what the software.
As for rigs and animation, it gave me the impression of being a strong stable package. I'd have to give the Animation first prize to XSI tho. With Max coming dead last with a crappy Character Studio.
For Rendering, XSI wins, period. For some reason I didn't feel comfortable with the Maya GUI. It struck me as unintuitive. I'v been using Max since version 3.0, and its UI hasn't changed since. Its dated, but does the trick. XSI wins for UI IMO.
As for Character Unwraps.. we don't do it in Max/Maya/XSI anymore. Pelt/Relax is SO last year. With unfold, you can unwrap a character in 10 minutes (I timed myself).
All good programs, but I think I'l stick with Max. Great Normal map and real time shader support, and the most widely used program in the game industry.
..But then again, I'm a level designer, I don't care about modeling :p
I'v since given Maya a run, just to try out some basic modeling and rigging. Polygonal modeling seems pretty strong, but I didn't notice any apparent features that stood out. Max, Maya and XSI are all pretty strong in Polygonal. I guess a polygon is a polygon, no matter what the software.
As for rigs and animation, it gave me the impression of being a strong stable package. I'd have to give the Animation first prize to XSI tho. With Max coming dead last with a crappy Character Studio.
For Rendering, XSI wins, period. For some reason I didn't feel comfortable with the Maya GUI. It struck me as unintuitive. I'v been using Max since version 3.0, and its UI hasn't changed since. Its dated, but does the trick. XSI wins for UI IMO.
As for Character Unwraps.. we don't do it in Max/Maya/XSI anymore. Pelt/Relax is SO last year. With unfold, you can unwrap a character in 10 minutes (I timed myself).
All good programs, but I think I'l stick with Max. Great Normal map and real time shader support, and the most widely used program in the game industry.
..But then again, I'm a level designer, I don't care about modeling :p
generally people wouldnt make a skin through procedural processes like this, This is basicly math, not hand panted Art, which explains why it looks so complicated..
A person could probably do a simpler job of this using filters in photoshop or something.
The assignment I was on, however asked me to do it all procedurally through all that mess of formulas..
A person could probably do a simpler job of this using filters in photoshop or something.
The assignment I was on, however asked me to do it all procedurally through all that mess of formulas..
Heres some tips to cut down the render time:
Try to use the same nodes over and over. I notice that you have a few file nodes that can be recycled without having to make a couple of versions of them. If i remember there was a node that allowed to separate a channel into two (Forexample, (i think those are alpha maps to define the color of the shade for the scales ) that you have are refferring to separate nodes yet the same file >_>. I havent used maya for a while now while thought but i think there was a node that allowed you to use same texture nodes for multiple things.
Otherwise kudos for the good UV map and texturing :)
Try to use the same nodes over and over. I notice that you have a few file nodes that can be recycled without having to make a couple of versions of them. If i remember there was a node that allowed to separate a channel into two (Forexample, (i think those are alpha maps to define the color of the shade for the scales ) that you have are refferring to separate nodes yet the same file >_>. I havent used maya for a while now while thought but i think there was a node that allowed you to use same texture nodes for multiple things.
Otherwise kudos for the good UV map and texturing :)
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