Your new pics look amazing. You improved the robot a lot, well done!
The Art of Krayne
Moderators: lolin, PharaohAtem, Sirena
Anni
Re: The Art of Krayne
Post by Krayne » 30 Oct 2013, 13:33
Once I more time to myself again, I'll be animating him.... need to find some time to return to my angel character and make a devil for him to fight
Krayne
Re: The Art of Krayne
Post by Krayne » 30 Dec 2013, 04:38
Anyway here is the first one so far, a short 12 or so seconds rendering still of the video. You'll remember my truck, now with mud.

Krayne
Re: The Art of Krayne
Post by Ioreth » 30 Dec 2013, 06:16
Ioreth
Re: The Art of Krayne
Post by Anni » 31 Dec 2013, 11:29
I really like your truck now, it looks more realistic, and the mud effect is well done
Anni
Re: The Art of Krayne
Post by Krayne » 31 Dec 2013, 14:53
[video=vimeo;83019242]https://vimeo.com/83019242[/video]
Software used: Maya (Rendered with Mental Ray), Photoshop.
Studio Worked for: Pandora
Professional Level: Unpaid Mod Community
One of my first attempts at modelling a vehicle, the first time round it was too simple and I was advised to give it more life and character, to also put it into an environment. Well that is exactly what I have done, I returned to this model, revamped the textures completely by adding mud and doing more in-depth research to layering textures to create better more unique materials. It now has mud and it renders quicker then before without losing any quality.
2 Things I need to fix before adding it to my showreel is re-render the first 120 frames, the background is missing and the tail lights aren't moving. Also I will be expanding on the breakdown to include wireframe, diffuse, mud and ambient occlusion.
Time taken to Complete: 5 Hours
Poly Count: 10,183 (19,818 Triangles)
Krayne
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Re: The Art of Krayne
Post by Expendable » 31 Dec 2013, 17:09
Expendable
Re: The Art of Krayne
Krayne
Anni
Re: The Art of Krayne
Post by Krayne » 18 Jan 2014, 16:11
[video=vimeo;83019242]https://vimeo.com/83019242[/video]
Now onto my next project. Need to improve my Ambulance to be just as good. New paintjob, add environment and life.
For my ambulance model, I am going to recreate a murder crime scene and implement it into a carpark environment. I am going to model the environment and add small props to give life to the environment. Like a bodybag, evidence markers, murder weapon, blood. Because the vehicle is a 1950’s design, the environment has to be accurate and Ill be taking some influence from the game “LA Noire”
Although some of these pipes, speakers and lights most likely were not around in the the 1950’s let alone in America (this is in London). It gives me a guide of what to look for. I now know to look for signs, lights, pipes, grates and floor paintwork.


Krayne
Re: The Art of Krayne
Post by Ioreth » 18 Jan 2014, 20:13
Ioreth
Re: The Art of Krayne
Post by Krayne » 31 Jan 2014, 18:54
http://vascogdm.com/
Also another piece of advice I have gotten from alot of recruiters is that although my work is good, I don't have a WOW piece that looks ambitiously complicated... So while I make this CarPark I need to come up with something.
Any suggestions are welcome, I need something complicated, WOW and AWESOME! No organics, so no animals, characters or creatures. I have to focus on in-organics, so like architecture, environments, vehicles. Robots and Spaceships are iffy, they are cool and awesome but recruiters get so many of them in the post, mine would have to stand out from those by being incredibly detailed and complicated.
Like I said, any help is most welcome
Enjoy my website
Krayne
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Darksabre
Re: The Art of Krayne
Post by Darksabre » 05 Feb 2014, 20:48
Because as far as complexity goes, anatomy is hellaciously complicated (and cool looking), so maybe (if its possible, I am just kinda throwin' an idea out) looking at a body of a thing [human/whale/watever] but as it would have been built out of inorganic things? Like, a really detailed look at inorganic-organic-based eyes would be hella radical, but that may not fit.
Or not, yenno.
What sort of thing do you really like working on in the inorganics, and what do you know a lot about? Picking a big project is that much better if you are kind of comfortable with your subject material and like what you're working with.
Darksabre
Re: The Art of Krayne
Post by Ioreth » 07 Feb 2014, 01:32
Ioreth
Re: The Art of Krayne
Post by Krayne » 02 Apr 2014, 07:32
The Indie game that I am working on with 14 other members across the globe, can be found here: http://www.indiedb.com/games/the-undead-castle
Also thanks for the great advice.
[mention=2329]Darksabre[/mention] Do you mean like making an animal or human out of nuts, bolts, pipes, tv's anything that fits together? Cause thats a cool idea, not so much cyborg but sounds like modern sculpture almost.
[mention=32476]Ioreth[/mention] With my indie game I should have a chance to make an intricate castle or ruins, so yay
Krayne



