Slocik - Really? So I should get used to this?
Well, I think I'll consider rendering at work, where I have a nice Dual 3.2 Xeon BOXX, with 2gb ram, as opposed to my home station with AMD 3500 and 1gb ram.
faster rendering-does max have aps(adaptive pixal subdivision), if it does you can use it so area with discplacement would get more polys than areas without which will give you more speed and if used proporly can sharpen the cracks.
cracks-if you need more polys you should take the original model and up the polys in the cracked regions so it would give you more detail when using zbrush.
im assuming your using zbrush on a part to part level and not an entire model level, so i wont suggest it.
another way i would suggest is to create another model that is inside the cracked model so that whenever the crack is deep enough it would be visible.
Hey guys
thanks for the posts! I really appreciate it.
Am now at work, but when I get home I'll finnish the almost done breast plate and upload for comments.
VeryGrimm - and to all VRAY users - A couple of things I found out for proper usage of zBrush displacement maps in VRAY:
1) Whatever the displacement amount, put a negative half of it in the Shift and do no place -0.5 in the map RGB offset as required in MR (e.i. disp=x, shift= -2/x).
2) To avoid steppings in the displace, all you need to do is reduce the default blur amount of the disp map from 1, to 0.01.
Hope you find this helpful.
Brojay - I sure hope it looks cool when I'm done
Materials are not final yet and I'm doing well calculated usage of instanced materials in the scene so changing the metal once I have a BG won't be a problem.
Dogbite - hey man. Thanks. I'm familiar with the disp max offers, but I'm rendering in VRAY, which offers a different host of displacement features and options.
Some of your suggestions were considered in the planning I did before working and were discarded for various reasons.
mykyl - I have a negative disposition towards modo.. I really have no reason to base this opinion on, I must admit.
Thanks again everyone. More to come in some hours.
Ok.. enough for today.. it's 4:14 AM here and I just got back from work about an hour and a half ago.
First of all, as for you comments:
Prayer - Glad you like it. If you have any questions, post them here and I'll answer so that other people can read as well.
gpegger - Thanks
coye - I hope so, thanks
nicolasdelfino - Hopefully you'll be able to soon
crossbones - Thanks. If enough people will show interest I'll make a short tutorial showing the methods I've used throughout the creation of the armor. no problem.
Ok, here's the breast plate. Only the topmost third of it will show so I didn't really put too much time into it.
As always, opinions are most welcome.
p.s.
The lefthand text says "Gardening mishap" and the Table of Despair is a common thing in the IDF where soldiers count down the last 9 months of their service by marking squars on their belts
Guys, I've been an idiot and here's a little piece of advice to all of you who, like me until recently, haven't figured it out yet:
Change all not 16bit channel map files to JPG and make them as small as possible without losing detail.
For some reason I was under the impression these things only affects memory handling and had little effect on rendering time, but here - I rendered this image and it took 27 minutes as opposed to 30 minutes it took me before just for the head and the 3 pieces of armor around it.
Some crits:I personally think he looks a bit out of proportion. I think you could make the head/face bigger. It looks very tiny compared to the hand (maybe make the hand a bit smaller). Maybe the head is a bit small compared to the helmet aswell...