Doin the modeling in c4d then UVing is done in Maya with Roadkill/Ninja UV since the UV tools in c4d are trash. Just better with hotkeys in c4d. Renderer is keyshot. We got that to help with renderings for turbosquid. Does turntables and HDRI quick. Will run a base texture over the material groups. Just a tiled texture. Then run a ddo pass over it and finish any decals in Photoshop. Been working quite well over the past month doing it this way.
Last edited by Chavfister; 05-12-2013 at 07:30 AM.
just as a small tip...When doing AO renders like this with large flat surfaced objects place a poly plane above the object out of camera, this will help with ray bounces and you'll get a better render
Just a snag from my axe I did this morning in about 10 min. You have to bake AO and assign colors and a diff channel. I desat the diff and use it as the spec and then plug in a blank normal texture to write on when baking through ddo. This plugin is quite amazing for what you can get in a few minutes time. Only downside is you have to have a powerful machine. My Quadro and Sandybridge with 16gb RAM tend to do just fine though.
EDIT: all others are appended through the day... Modeling in Maya and c4d. UV in Maya with RoadKill and Ninja UV. I can post a vid showing how easy it is later on...
I am also aware of the seams. Will use Zapplink and PS to take care of those all in one lot. I tend to work like a factory where I clear out one step on all at a time. Too many years on the assembly line when I was younger...
Last edited by Chavfister; 08-12-2013 at 02:12 AM.
Well back to my roots I go. Had to start finalizing characters at some point. Btw all rigged with facial and body. Runs off Faceshift ip stream. All UV's exactly identical across all bodies due to same base mesh. Still loads of work to do. But you know me. It will get done sooner or later.
Last edited by Chavfister; 01-01-2014 at 02:04 AM.
Starting to move back into Maya. Trying out the render pipeline with SSS. Got the exr settings correct and reading the output R channel properly. I gotta clean up his lips and fix his damn ears since I sculpted them without backface masking. Seems decent for rendering though. Just using it as game promotions. If it doesn't look good to te crowd they won't believe in the product. Is just an overhead light and rim. I will put in a key and fill for the final. Just less shadow maps being calculated in the view frustum the better in my opinion.
Last edited by Chavfister; 03-01-2014 at 08:37 AM.
So I dusted off the ole' Rolex and decided to do a re-render. Bashing out Keyshot tutorials and am using my old models to give away. Rendered in 20 secs. All modeling done in C4D and the render is exactly how it came out of Keyshot. No post effects.
Last edited by Chavfister; 08-02-2014 at 08:32 PM.
Had a go with your watch in Maya with Mental Ray, no post process all done in Maya. I have no knowledge or experience in MR really but I thought I did ok. Had to change materials to get what I wanted...was fun.
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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