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jimc
Modeled in ZBrush, rigged in Messiah, and rendered in Houdini. Volumetric light done with the Atmosphere object and vex lit fog.
AlexNoq
Its really fantastic! Horror man :shock:
jimc
Couple more updates, now with texture maps.

Turntable with some basic animation:
http://vimeo.com/40403233 [vimeo.com]
jimc
An environment for this guy:
groovemeteor
Cool character Jim!
Did you run into any problems when exporting the FBX from Messiah to Houdini?
jimc
I didn't use FBX I have had problems with that in the past (though it's possible because I was using too many features from Messiah's deformers that couldn't be approximated in FBX).
So I just exported as MDD - easiest way to deal with it.
jimc
Here's some still from a turntable of the creature, basically finalized at this point. All rendered in Mantra using PBR (I *LOVE* PBR in H12 by the way!) and ray tracing. Two passes were used, one for a a beauty pass (PBR) without the fog, and another for the fog using matte shading for everything but the fog. The fog was simmed using the dry ice preset as a starting point.
Materials were based on the standard Mantra Surface mat, with the biomech body material using some custom bits - added a “de-gamma” node to get the color map to look right, and added texture map driver for spec intensity.







brokenART
Giger would be proud!
jimc
Couple of shots of another model. Rendered with PBR, and this is my first attempt at using SSS. Still not sure how to control it very well. This guy's texture maps are not complete, still a work in progress.
jimc
Couple more renders, more work on the shader to tweak the SSS usage. Still not quite satisfied.
milospejak
Thumbs Up
jimc
Another biomech variation, modeled in ZBrush and Modo, rigged and rendered in Houdini. Using PBR and a variation of the Mantra Surface Mat. Still getting the body look refined, once that's done then it's roughly a similar bunch of settings for the helmet.
5DN
WOW. really cool. nice one.

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