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Published: 2008-07-10 00:03:45 +0000 UTC; Views: 993; Favourites: 6; Downloads: 41
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Description
Awaiting Diablo 3Modeled & rendered in Cinema4D, tiny bit of post in Photoshop.
Render time on this one was only 20 mins, and the full version is 1920x1200 which you can get from the download link.
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Comments: 21
General-EbonRose [2008-11-20 05:21:55 +0000 UTC]
Very awesome, and shiny!
Sorry the comment is a bit... hollow, but I'm no 3d artist, so I can't offer much useful feedback.
👍: 0 ⏩: 1
capnhack In reply to General-EbonRose [2008-11-22 16:16:55 +0000 UTC]
Thankyou, I'm glad just to get comments at all
Shiny is good tho, that's the way it's meant to be.
👍: 0 ⏩: 0
EthanMcroo [2008-07-18 23:45:35 +0000 UTC]
Hey bud, long time no comment!!
Great work as always.
One things bugging me tho, how did u make the stones and get them super rock like??
Thanks and keep up the great work!
👍: 0 ⏩: 1
capnhack In reply to EthanMcroo [2008-07-19 21:24:00 +0000 UTC]
Thanks, yea it's been ages
The floor tiles are just cubes with a few subdivisions (5 I think) and I subtracted some extruded freehand splines from them for the cracks. Then I flattened all that and, due to the messy geometry created by booleans, went along deleting large groups of polygons and then using the stitch & sew and fill polygon hole functions to turn those previously complex curved surfaces into flat edges.
It took forever but I am really pleased with how it came out. Just stuck it in a hypernurbs afterwards and added a mild subpoly displacement to the material along with a bump map for some finer texture.
The little stones are just a sphere that I flattened and then pulled points around and again stuck it in a hypernurbs. Then I dropped that into a particle emitter as large as the floor tiles, pointing downwards, with a 100% strength friction box covering the tiles. Adding end scale and rotation variety of 50 and 100% meant that the little stones would pour down and then stop when they hit the tiles, all at different sizes and rotations. Then it was just a case of flattening the emitter and deleting or moving any small stones that were hovering over the cracks or outside the visible part of the scene.
👍: 0 ⏩: 0
PizzaPasta [2008-07-11 03:59:16 +0000 UTC]
Wow that's really awesome! I really like the background in this scene. The cracks in the floor and the little pebbles really enhance and add to the picture. Did you use bump mapping for the cracks or is it simple modeling?
The lighting effects are also really great here, the shines in the handle really make the scene stand out. Did you use ray-tracing for it? Or are the materials Phongs? Also did you use a 3-point light system, or a spotlight?
Ah, sorry for asking so many questions, but I just have the hunger to learn new techniques and always ask what's on my mind when I see new pics ^^. Suffice it to say I really like your models Capn, keep up the great work!!!!
👍: 0 ⏩: 1
capnhack In reply to PizzaPasta [2008-07-11 09:56:43 +0000 UTC]
Thanks, I'm glad you like it
The cracks and the floor tiles themselves are full mesh. They're some cubes which I then subtracted extruded splines from to create the cracks, and then I had to flatten the mesh and go around deleting random points and closing up holes which gave it the more angular stone look. On top of that there's a subtle displacement and bump map on the stone material.
The scene is lit by GI (HDRI material on a sky object) with ambient occlusion (dirt) turned on, no normal lights at all. The sparkle/shine in the metal is from the highlights post effect, which finds any areas with a brightness over a certain amount and then draws lots of little flares over those pixels after the render is done.
Questions are good, keep em coming
👍: 0 ⏩: 0
BlueHalios [2008-07-10 14:50:26 +0000 UTC]
man i was really hoping it was going to be a 3 sided die
👍: 0 ⏩: 1
capnhack In reply to BlueHalios [2008-07-10 22:23:13 +0000 UTC]
Sorry to disappoint, but the laws of physics can be a real bitch sometimes.
👍: 0 ⏩: 1
BlueHalios In reply to capnhack [2008-07-11 17:03:39 +0000 UTC]
its totaly posible, just think football shaped triangular prism.
👍: 0 ⏩: 1
capnhack In reply to BlueHalios [2008-07-12 01:51:14 +0000 UTC]
Could that really be a die tho? Unless its very slim it wouldn't roll at all..
👍: 0 ⏩: 1
BlueHalios In reply to capnhack [2008-07-12 02:06:11 +0000 UTC]
sure it would, well more of tumble around. you would just have to make the center hallow and the points heavy, so that they bounce.
👍: 0 ⏩: 1
capnhack In reply to BlueHalios [2008-07-14 18:23:27 +0000 UTC]
Well, you could try. Doesn't really seem worth it when you can just roll a six side and halve any even number tho..
👍: 0 ⏩: 1
BlueHalios In reply to capnhack [2008-07-16 05:46:57 +0000 UTC]
i guess it has nothing to do with convience, just fucking with the rules
👍: 0 ⏩: 0
jonnymorris [2008-07-10 07:45:26 +0000 UTC]
He has a small hand... is it one of them dark dwarf types?
👍: 0 ⏩: 1
capnhack In reply to jonnymorris [2008-07-10 12:40:10 +0000 UTC]
Not a small hand, just a big sword. I could perhaps do with making the hand a bit bigger tho, cos the perspective is adding to it. It's a skeletal soldier thingie lying dead on the ground.
👍: 0 ⏩: 0
Malik12345 In reply to capnhack [2010-08-24 18:15:39 +0000 UTC]
Hey Cap join This group called New Deviantors it doesnt have much members
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