
Yah, I know its been awhile, so youd think Id have something totally awesome to post, but naah. X3 This is just a pose from an animation I did (which Im not gonna post, cause it was emphasizing particles and wasnt all too hot anyhow)
I went back and fixed things up a tad, Fixed the procedural texture and converted it to standard game friendlier kind, (not just for this image but for any animation in the future) not that im happy with it as it is, but Id like to be able to use it if time is in a pinch.
Anyhow this piece is set up to be used for a website header (minus the trees & decoration stuff) but it looked nice and though I ought to add something sooner than later :P
I went back and fixed things up a tad, Fixed the procedural texture and converted it to standard game friendlier kind, (not just for this image but for any animation in the future) not that im happy with it as it is, but Id like to be able to use it if time is in a pinch.
Anyhow this piece is set up to be used for a website header (minus the trees & decoration stuff) but it looked nice and though I ought to add something sooner than later :P
Category All / All
Species Western Dragon
Size 908 x 340px
File Size 77.7 kB
Combustion is a very interesting program, its just very daunting when you first look at it, expecting a UI layout similar to Premeir or After Effects Combustion gives you one thats almost like a 2.5D Maya. o.o
Once you fool around with it for a few hours, it makes sence, though Im still annoyed by its reasoning behind many things.
I use both max and maya, I love Max for texturing UVs and easily selecting and designating material IDs, Maya has superior ease of use vertex snap that max really out to fix in their app, mayas bone hierarchy is the way bones OUGHT to work, Vs Maxs clunkier way and thus is easier to animate in. Painted weights for skinning is also alot easier to do in maya (especially with a pen).... until you need to give vertices's exact values, in that case max is king.
I also find blendshapes are easier to animate in maya, and its node-based texture editor is awesome. You can do the same stuff in max of course, it just looks different, I do prefer the stacked operators in max, Vs mayas history nodes.
Max renderes faster.
Once you fool around with it for a few hours, it makes sence, though Im still annoyed by its reasoning behind many things.
I use both max and maya, I love Max for texturing UVs and easily selecting and designating material IDs, Maya has superior ease of use vertex snap that max really out to fix in their app, mayas bone hierarchy is the way bones OUGHT to work, Vs Maxs clunkier way and thus is easier to animate in. Painted weights for skinning is also alot easier to do in maya (especially with a pen).... until you need to give vertices's exact values, in that case max is king.
I also find blendshapes are easier to animate in maya, and its node-based texture editor is awesome. You can do the same stuff in max of course, it just looks different, I do prefer the stacked operators in max, Vs mayas history nodes.
Max renderes faster.
Maya's not confusing! But its interface reflects its logical scene structure, rather than an arbitrary more "fluffy" look like something like Photoshop might have. Which is why it takes some artists by surprise. (You'd have to work for a while with a 3D program that doesn't, to see why that's an advantage, tho')
I really havent been getting much content done an stuff >_> I mean coverting things Ive already made into UT3 is neat and all, but since it looks pretty much like the max file, theres not much difference... Besides all that stuff is non-furry :P (and I need to do lots more >_>
Im planning on finishing skaar feathers and texture.... hopefully >_>
Im planning on finishing skaar feathers and texture.... hopefully >_>
Is it a procedural shader or the standard Diffuse/Spec/Normal map?
Also, I think your render could benefit a lot if you worked on your lighting more. A very low RimLight for cutting the silhouette of the dragon better, perhaps a light blue/white to go with the night theme (moonlight?). Also try to avoid 100% clamped black shadows, its very unnatural and gives the whole synthetic quality to the image. Adding a very low blue omni would help with that, to simulate Radiosity coming from the ground.
Also, I think your render could benefit a lot if you worked on your lighting more. A very low RimLight for cutting the silhouette of the dragon better, perhaps a light blue/white to go with the night theme (moonlight?). Also try to avoid 100% clamped black shadows, its very unnatural and gives the whole synthetic quality to the image. Adding a very low blue omni would help with that, to simulate Radiosity coming from the ground.
Its a procedural texture, through and through, But its a hybrid procedural texture, it was done in layers, and the individual layer masks were painted (really roughly painted I might add...)though it has been baked (painstakingly.. >_>) so I can animate him without him walking through his own procedural texture projectors.
Now as far as lighting goes, it was done rather quickly, there is a blue/white light for the moon, and the fire obviously..
As for the shadows, thats a tricky part, see its a composite, it wasnt rendered onto a grey floor it was rendered over a background shader. I was rushed for time, and didn't want to do a separate pass for the shadows, to add color back in.. It was made as an overlapping layer for my website, however after finding out PNG transparencies don't work in IE 6, I decided against using it as a separate layer..
Now as far as lighting goes, it was done rather quickly, there is a blue/white light for the moon, and the fire obviously..
As for the shadows, thats a tricky part, see its a composite, it wasnt rendered onto a grey floor it was rendered over a background shader. I was rushed for time, and didn't want to do a separate pass for the shadows, to add color back in.. It was made as an overlapping layer for my website, however after finding out PNG transparencies don't work in IE 6, I decided against using it as a separate layer..
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