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alien skull/testing procedurals

Posted: Sun Oct 20, 2013 10:30 pm
by acc24ex
made this little guy while zbrushing/doodling :) -
- now the material is all procedural but in 3dmax - is there ever going to be a way to upload those into LifeDB ?

- I've used a bit of dirt there, turbulence and falloff for the diffuse an marble for the bump, brings out the details quickly

skull.png
- also a bit of a run at the water scene from previous post - I just made a quick moby dick, now it would be cool to do one underwater
moby.jpg

Re: alien skull/testing procedurals

Posted: Mon Oct 21, 2013 10:34 am
by acc24ex
skul2l.png
skul2b.png
skul2c.png
skul2d.png
skul2e.png

Re: alien skull/testing procedurals

Posted: Mon Oct 21, 2013 6:35 pm
by acc24ex
B2.png
B4.PNG
B6.jpg
This isn't even my final form..
B7.png
c2.png
D1.png
f1.png
f2.png
f4.png

Re: alien skull/testing procedurals

Posted: Mon Oct 21, 2013 9:19 pm
by NVN
Nice, i like!

Re: alien skull/testing procedurals

Posted: Tue Nov 12, 2013 11:21 am
by niuq.cam
Excellent. Really greats tests.

Re: alien skull/testing procedurals

Posted: Tue Nov 12, 2013 2:11 pm
by Jorgensen
Wow - really nice made renders / models..

maybe one should just try zbrush or mudbox for fun..

do you know if sculptris is any good?

Re: alien skull/testing procedurals

Posted: Wed Nov 13, 2013 10:59 am
by dionysiusmarquis
I would love to see the metal ones in LiveDB!

Re: alien skull/testing procedurals

Posted: Wed Nov 13, 2013 3:48 pm
by acc24ex
Jorgensen wrote:Wow - really nice made renders / models..

maybe one should just try zbrush or mudbox for fun..

do you know if sculptris is any good?
- sculptris is great, I recommend it, the guy that made it works for zbrush now - it's the best way to learn zbrush, just use big move brushes for the primary shape, and sculpt on, you can transfer to other applications via goz (including zbrush) that is built into all of those.. mudbox is great, the UI is something you are more used to, but zbrush is the mother of all IMHO, and is more fun once you get the hang of it..

- and I would also like to add the metal material to octane database - but I have to transfer it all frrom 3dmax to octane standalone, and not sure how to upload from there anymore..
- another thing is, it acts differently on different size models - this was actually to big of a scale - and the procedural noise is not good for animation unless the object is static.. found out after doing a turntable - noise stays static

- but basically add subtle noise to all levels, for reflection, mix it in with falloff and dirt, and bump.. then set it to glossy index of 1 - my setup got very complicated very quickly..
- change the glossy index and get the dirtz
h1.png
c4.jpg
h2.png
g1.png
B4.PNG

Re: alien skull/testing procedurals

Posted: Wed Nov 13, 2013 5:03 pm
by dionysiusmarquis
It seems in Octane 1.5 it will be possible to convert Plugin setups to Octane files.

"To allow plugins to hide the complex node setups they create in a node graph so that they will eventually be able to export a scene into an OCS file that can be opened and used in Octane standalone."

Re: alien skull/testing procedurals

Posted: Thu Nov 14, 2013 4:32 pm
by acc24ex
yes.. that's what I read as well.. until it comes out
anyways - here's a node setup - I guess for all of the materials, the trick is in combining the fallofs with dirt and noise - objects get that much more expression - I think I'll try and use this kind of setup for everything :)

nodez:
nodes.JPG
end up with something like, all using the same node setup
10.jpg
and all of above