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Old 31-05-2009, 03:41 PM   #1
elephantinc
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Default The attack of the Giant Phanteaters

With the end of the latest challenge looming I decided to move my thread here.
I wont be able to work on this at all for the next 2 weeks, any time I do get will be spent on my person, but im posting it now to get C&C so I can think about it I decide where im going with this

Here is my finished animation, never did find some decent royalty free music
http://www.youtube.com/watch?v=6-A5TImFsbw

Heres my finished poster
http://theattackofthegiantphanteater...om/poster.html

what ive got so far on the ship is attached, im not really sure where im going to go with the texturing though, I dont want to be cartoony but I need something that looks at home in both space and the sea and I also want it to look quite futuristic

When baking AO maps should I use shadows? Without them it seems to be all white but with them I dont think it would work with animation
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Old 31-05-2009, 03:43 PM   #2
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heres the plane that will sit on the back of the deck
I was also experimenting with FG but it didnt have an environment to reflect so it didnt do much, ill have to have a go with HDRI and GI later
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Old 31-05-2009, 03:44 PM   #3
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also, what causes this change in colour along the hull and how can I get rid of it?
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Old 13-06-2009, 03:30 PM   #4
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Well I promised chirone a phanteater, so here it is (the robotic version at least)
still a WIP, lots of details to add, ribcages to fill





I only just found the mental ray shaders
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Old 13-06-2009, 03:49 PM   #5
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Quote:
Originally posted by elephantinc
When baking AO maps should I use shadows? Without them it seems to be all white but with them I dont think it would work with animation
No. Ambient occlusion is a visual representation of how the light "bleeds" into areas that are in shadow. More info can be found here: http://en.wikipedia.org/wiki/Ambient_occlusion White means completely lit, black means light cannot reach it.

Quote:
Originally posted by elephantinc
also, what causes this change in colour along the hull and how can I get rid of it?
Check the normals and uvs. You might have an issue there.
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Old 14-06-2009, 01:42 AM   #6
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that is one awesome looking phanteater! can you post some more angles?
what shaders did you use?
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Old 14-06-2009, 05:10 AM   #7
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I think he's using the MIA materials.
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Old 14-06-2009, 08:16 AM   #8
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The Phanteater looks cool, though if you're going to use completely black shaders, make sure the lighting can accommodate it.
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Old 14-06-2009, 09:38 AM   #9
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thanks
yep, using mental ray shaders
I havent done anything with the lighting since its a wip but ill definitely make sure I do that for the final image
I didnt want to post a side or 3/4 view because it shows things that are miles of being finished, stuff thats not even blocked in
but here it is
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Old 21-06-2009, 09:23 PM   #10
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heres a clay render
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Old 21-06-2009, 09:30 PM   #11
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Nice work...

A tip: Don't use nearest neighbour when you resize the images - that's why the edges are jagged. Use bilenear or bicubic filtering.

Or maybe you rendered it out with very low antialiasing?
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Old 21-06-2009, 09:38 PM   #12
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thanks

i didnt do either
maybe its the type i used, i used lacoz (or what ever its called
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Old 25-06-2009, 04:08 AM   #13
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When rendering in Mental Ray, use Box filtering. I find it gives the best results.

The jagged edges are probably from your anti aliasing settings. Take a look into them, as well as your sampling settings as well.
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Old 02-08-2009, 07:31 PM   #14
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Thanks for the tip, worked a treat
Redone the feet so I can do the stereotypical godzilla shot with more impact
There are a few more little details in there that you can only see close up. Now im going to work on the tail and see how it looks from there
Im also going to remake the spaceship so its more inkeeping with this

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Old 03-08-2009, 10:19 AM   #15
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Thatís a pretty cool character u got there, but since your making it all black, itís sad not 2 see lots of the detailed parts

Keep Up the Good Work

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