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Finals is up!

Again let me know if you want an extension otherwise the submission date and time is April 1st, 11:59 pm EST.



I want to do another collaboration with the 2D creature forge challenges and I love whats coming out of the current challenge, Monsters INC.

heres the link : http://cghub.com/forum/showthread.ph...851#post108851

You guys want to do that as the next challenge???

Last edited by kryssmen; 03-29-2012 at 12:43 AM.
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    time time time......im pretty busy right now..so...i hope im not the only one who need a little more time
      Permalink #33 
    kryssmen's Avatar
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    *EXTENSION Until Sunday April 8th, 11 :59 pm*
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    Fine by me.
    Regarding the next one, I'll have a stab at whatever. Monsters Inc probably wouldn't be the first thing to occur to me but that's a reason to partake, get out of the comfort zone. I see there is a separate suggestions thread. I'll drop some ideas there as they arise.
    Good luck with the move Kryssmen.
      Permalink #35 
    kryssmen's Avatar
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    Show of hands, whos interested in a biomech/ cyborg alien challenge?
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    arttorney's Avatar
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    There is not really an industrial design challenge anywhere on the boards, so it might give a chance to some new people who haven't yet figured out where they fit in. I'd probably be better at the Monsters, Inc. one personally, but I'm kind of too busy to play right now anyway.
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      Default Creature Anatomy


      A late entery to this challenge.
      Am I right in thinking it has an extention to the 8th?
      Love your work Panurge.

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      Regarding biomech cyborgs, I'm willing to have a stab at anything. Thanks for the compliment Mayanew. Your stuff looks great and your creature has a nice posture attitude.
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        Post Creature Anatomy wip 2


        Here is a small update.
        Changed the legs so the knees blend into the shoulders of the bottom creature.
        Cross between human, dog, bird, and snake i think.
        Not sure how to reveal the bones and tendons yet.

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        Just an update on how I approached the color scheme and where I got it to. (Chose to look at pigs and sphynx cats etc.) I also post a comparison of a generic render and what I have been able to achieve so far using cycles. This is my best result so far of playing around with a number of lamp arrangements etc. (the top one). I feel it is no better that the generic one (which kooks a little washed out to me but achieves some fullness and definitions that I have not been able to. mine has 5 lamps and environment.) If anyone can spot a logical next step or goal to shoot for from here please say. Or any opinions on what to prioritize in rendering and what is missing or what I may try from here. This is my first attempt at lighting to render so I understand I have a long way to go to become proficient, but again, If anyone can spot where it might go from here or a next logical step, great. I'll hopefully get a chance to try this from other angles too so if there are any opinions on what angle or view (based on sculpt updates) may tell this story most complete and dynamic I will consider. Anyways thanks for looking. P.S about rendering again: I see lots of talk of ambient occlusion but haven't found good info on it. Is it something baked to a uv map or is it a feature of the lamps or world settings? ie how does one create or generate it? Does it need to be composited in or can it occur in the one simple image? Apologies if this is off topic for this challenge thread. Thanks again. (wow that got long.)
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        Ambient occlusion will probably be found in the global illumination options of the rendering program. (i.e. a lighting option) I doubt if you will need to composite it in since it is basically a means of plotting out where the light goes in the scene during the actual process of the rendering. http://en.wikipedia.org/wiki/Ambient_occlusion it doesn't eat up as much computer power as Direct Photon Mapping. http://en.wikipedia.org/wiki/Photon_mapping

        If you want some harder shadows to make three dimensionality pop on your model, the ambient occlusion may take you away from that a little bit.

        Last edited by arttorney; 04-03-2012 at 06:22 PM.
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        kryssmen's Avatar
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        Heres some zbrush information.
        http://www.pixologic.com/docs/index....lusion_Masking

        If you do your render in zbrush (BPR) you can export multiple images and comp them in photoshop. from there you can adjust them to make your image look however you want.

        http://dbystedt.wordpress.com/2012/0...n-zbrush-4-r2/

        Depending on the 3D program, you can also add it to your shader in the texture editor or attach it to your camera lens shader. The latter will take a very long time to render since it applies the AO to the entire frame, whether you have geometry in the background or not.

        Goodluck!
          Permalink #43 
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        Just an addition...
        Tutorial by Vitaly Bulgarov on rendering..
        http://www.zbrushcentral.com/showthr...74301-Re-Angel

        And understanding of BPR
        http://www.pixologic.com/docs/index....Preview_Render
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        kryssmen's Avatar
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        2 days left!

        Get you stuff polished up and submitted in the finals thread.
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        Thanks a million guys for the links to the good info about rendering techniques. I was only able to assimilate so much of it in the allotted time but it is nice to have a bit of a roadmap to work toward in the future. Hopefully what I was able to apply helped me achieve something a little more dynamic. I ended up experimenting 2 compositions. If I could post them both to finals I would but I'll choose the one I think has the most "narrative clarity". I post the secondary one here for a look.
        Won't be online for the next 5 days. Good luck to everyone entering. And Thanks Kryssmen for everything. This was the first piece I have taken to such completion and I learned an invaluable Ton doing this. Thanks again.
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