that dude is simply some free rigged model i got at highend3d. my lord was it hard to control lol. but anyways I used him cause I was too lazy to rig a random character. it didnt matter who it was for the cause but I needed some character to shoot that bazookia.Originally posted by Chirone
part1:
who's that dude with the turtle shell bazooka? (i haven't played mario before so i dont know if he's a real character or not)
the dude he fights is ganondorf. he is the main bad guy in the Zelda series. the reason its ganondorf is because my friend had the collection of zelda models from twilight princess and it was the only models I could work with.who's the dude he fights at the end?[/B]
lol yea his short hands were definitely an issue. thats why i couldn't make it a closeupthen i realised his arms are too short to get above his head. was quite funny
for the closeup shots of the pods, it actually took a very long time to render. my computer couldn't handle me rendering all of them at once. they were actually a series of layered renders. so the upfront middle strips of 3 rows were rendereed in one image sequence. the top back strip of 3 rows were rendered in onother sequence of renders....etc. so in total I'd get about 12 layers of renders all put together in post production(like you mentioned). then smoke and saturation was added to make em look farther away and bla bla bla. however, rendering the shots were the pods were very far away was done in one pass. it was just a texture with an alpha map duplicated all over a flat plane. however, on that "epic" shot with the million pods on that mountains background, I actually split,poked faced, and cut faced the textured plane to give the pods a little depth cause the shot was somewhat of a closeup.did you render all those giant things with the pods? or did you just duplicate them in the post production stage?