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Mark Ranson Post-Herts Work

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#16
Mr_syco

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That's some amazing work, very inspiring to me. May I ask what modding techniques were used for the floral motifs on the chair? I have managed to do it in Z-brush but I'm stumped about going about it in Maya.

Thanks in advance - Matt

#17
Lost Artist

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That's some amazing work, very inspiring to me. May I ask what modding techniques were used for the floral motifs on the chair? I have managed to do it in Z-brush but I'm stumped about going about it in Maya.

Thanks in advance - Matt



hey matt glad you like.

to be honest, it would have been alot easier and faster probably to do it in zbrush, however im absolutly useless in it (so i try to make up by being fast in maya as i tell myself crying into my pillow for not understanding how zbrush works at all :)) i will sit down though and force myself sometime in the near future

i actually jump between max and maya all the time, theres rarely a time i dont have both the programs open at the same time. this is because i like some of the tools that each of them have, and again i only know how to do certain things in each package, and each has thier own "im better at this than you" perks

i started off by making a rough spline shape following LOTS of reference in MAX, then exporting this data to maya, and using another mesh i mocked out roughly with the correct edge loops, i use the "make live" function in maya (or just hold V....), snapping the verts of the mesh to the verts of my blueprints. after that it was just a case of alot of refining. some bits could be copied/pasted and moved around like the bits on the rim.

ive been told that NURBS would have been a good solution for this, but again, not too familiar with them, and with going back and forth between packages it just seemed like an extra step.

the high poly chair was not modelled very well at all, it was made to rely on it being smoothed (maya viewport smooth came in handy) because i wanted it to literally just take information off, i had no intention of displaying the highpoly.... so the high poly was not so much a cheat, but a fast bodge-job. alot od detail in the chair if you look closley is just extrudes and intrudes

the end high poly i used wasnt even laid out like a chair, i positioned them like that just for the screen grabs. realistically i only needed a 1 of each section that was unique, and then the low poly was just meshed together. all the sides are the same to save texture space, and the top section is the same on both sides

i will admit, it doesnt really look like my reference, but providing you dont seem them next to each other you can get away with it :)

Edited by Lost Artist, 12 October 2011 - 09:39 PM.


#18
ScottHomer

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Looking good dude, my only real critique is that your bakes are very sharp, the hard edges of objects are literally so sharp that your normal map isnt doing its job (on the radio at least). (ive been guilty of this in the past too!) having less tight defining loops in your high poly with mean that the normal maps interpolate over 90 degree angles better.

Still, smashing work! The guitar is awesome.

#19
tornado147

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Fantastic work Mark.

I was wondering, what's the reasoning for putting your textures on 512x1024? as opposed to pure 512x512 or 1024x1024?

Thanks.

#20
Lost Artist

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Fantastic work Mark.

I was wondering, what's the reasoning for putting your textures on 512x1024? as opposed to pure 512x512 or 1024x1024?

Thanks.


seemed like the most logical thing to do if you have a long thin object, that requires that amount of texture space. its 1/4 cheaper than 1024x1024, and 512x512 just wasnt enough to fit on and keep the resolution (still binary so it doesnt screw anything up)

sure i could have used 1024x1024, and rez'ed a few things up but to be honest it didnt really need it

in essence, its like 2x512's however in practice its slightly cheaper as its easier on batch counts (1 texture set instead of 2 per entity)

also, if you imagine 2x512's (to keep resolution sake) would be 6 or so maps (dif, norm, spec minimum) instead of 3

Edited by Lost Artist, 12 October 2011 - 10:08 PM.


#21
Mr_syco

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Thanks for the detailed reply, learned a lot about your process. Going to attempt something like this over xmas when I'm finished with my current projects. :)

#22
Lost Artist

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Thanks for the detailed reply, learned a lot about your process. Going to attempt something like this over xmas when I'm finished with my current projects. :)


not a problem. gods speed!

#23
kull222

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some really nice work man, the one thing im not a total fan of is the vicorian chair (its that sort of over detailed thing thats just a bit of an asualt on my peepers), it took mea really long time to look into the high detailed areas to pick out what was what, maybe if there was away the detail could be implied without actually doing it hahaha i dunno just chatting balls. s'all good man keep postingggggggggggggggg!!!!

#24
Lost Artist

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some really nice work man, the one thing im not a total fan of is the vicorian chair (its that sort of over detailed thing thats just a bit of an asualt on my peepers), it took mea really long time to look into the high detailed areas to pick out what was what, maybe if there was away the detail could be implied without actually doing it hahaha i dunno just chatting balls. s'all good man keep postingggggggggggggggg!!!!

please create me that "make detail without it being actually there sort of thing" button :)....

#25
kull222

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haha yeh would be pretty useful.

#26
Lost Artist

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also in other news....

promotion today :) removed that pesky junior status weight holding me down.... officially an environment artist now

some new work to follow soon just rendering....

#27
Steve

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Hey Mark,
I like your work. A lot of nice looking stuff going on.
I'm not the best judge on this sort of thing but I do have some guitars and I have to say that your beat up guitar has a lot of shiny metal parts consider how beat up the rest of it is. The bridge looks especially clean to me and the tuning knobs at the top look a little fat. Also, that bottom (or top whichever way you like look at it) looks pretty tonks. Standard E strings for a 6-string I think are about .50 gauge? I just got a set of baritone strings to beef up my 6-string and the .76 gauge bottom E isn't even that fat oO
I'm looking at the top image mostly so maybe it's just a perspective or lighting thing? The other views seem alright.

Also, /love/ the Ashley Wood stuff. You did a good job getting that into 3D =D

#28
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also in other news....

promotion today :cool: removed that pesky junior status weight holding me down.... officially an environment artist now

some new work to follow soon just rendering....

Well done Mark :)

#29
Lost Artist

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Well done Mark :cool:


thankyou very much sir :)

@ steve

i think you might be right on quite alot of those points mate :) thanks for the crit mate ive made a note and when it comes back around to sorthing out portfolio stuff il be sure to go over them

thanks

#30
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I really do love the robot! I'm a massive fan cartoon designs rendered in a realistic manner, that little guy is so complete and friendly. Right in the sweet spot!

I wish I could give advice, but as a lowly 2d student I know nothing of nothing :cool:





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