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Work-in-Progress (WIPs) Working on your submission for the monthly contests and want to share your progress/process and get some feedback? This is the place to do it.

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Old 02-22-2009   #41
JohnAnthony
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yah, I really like this, love that how dense the mesh is, it's all very clean and organized. The Gnomon was a nice touch, ha. THe only gripe I have is I don't really like the bird on the capret, I think the graphic quality tears the eye away from the rest of the compsoiton. maybe his collar could use a little thickness...but other than that I think it's an extraoridanry piece, especially in so little time. Also thanks for hte wip, I definetely picked up a thing or 2 from looking at the posts, Very cool, good luck wiht the contest!
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Old 02-22-2009   #42
GTpix
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Thxs JohnAnthony for your comments.
In fact, I've got more control when I work on dense meshes. I can modify some normals, just for little details. The problem is that the file is quite heavy: 40mo.
And i'm using lots of layered textures...
Here is an update on the clothes (The face is not modified yet).
Hope you like it.

Last edited by GTpix; 09-21-2009 at 06:26 AM.
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Old 02-24-2009   #43
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And here is the final render!
1216 x 2000 pixels but the max size on this forum is 900 width.
6 hours of rendering in MentalRay + 30 minutes of post prod in PS.
2 ambiant occlusion passes + the master layer. I didn't render this pict with more separated passes like specular, shadows of Zdepth.
Hope you like it.

Last edited by GTpix; 09-21-2009 at 06:26 AM.
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Old 02-24-2009   #44
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Gorgeous details. Looks like a ton of work. Really nice job!
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Old 02-24-2009   #45
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the final render just looks beautiful, a really inspiring piece!! Thanks for sharing about the normals, going to fiddle with those in a denser mesh and explore

Freakin' amazing !!!
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Old 02-25-2009   #46
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Its hard to believe that this is 3D, Awesome work.
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Old 02-25-2009   #47
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Thank you guys!
It is true that it has been hard to model the character following a painting (I will try to not do that the next time . The volume and the depth of each element was the biggest part to determine. Texturing was very complicated because each element of the comp needed a UVmap. So, unwrap and moving UVs took lots of time. I didn't have a look at how many textures were used on this... But now it is done! Good luck everyone.
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