Armoured talking heads

Did you added any light(s) to the scene?
Also, add more details: stitches, rivets, belt(s), chains/whatever...
I've addad some light but I disabled them on the render I'm unable to rerender them right know cause I had to reinstal my Pc I'm just started to reinstall my stuffs. About the details I will try something as soon as I installed max

Now I have Max installed here is screen where I've put the light and a render

And also here is my try on metal with Continuum texture
 
Continuum said:
One standard light is not enough... Does it have shadows enabled at all?

It had I think, I also realised that one spot light won't do the job so right now I tried it two spot light (previously I played with the skylight and direct lights but I had no success not as if I had succeed now)

The setting I applied to the two spot light
 
Jotisz said:
Continuum said:
One standard light is not enough... Does it have shadows enabled at all?

It had I think, I also realised that one spot light won't do the job so right now I tried it two spot light (previously I played with the skylight and direct lights but I had no success not as if I had succeed now)

The setting I applied to the two spot light

Good progress, Jotisz.

1) Are you exporting JPG's to show us here? It looks like it. Your static images always seem a bit blurred/distorted so i'd reccomend BMP or TIFF or something similar.
2) I would exaggerate the proportions of the armour more. Look at this guy:

TITLE.GIF


The proportions of the armour plates are not realistic. just like in the FO graphics. Don't aim for realism, aim for what fits with FO and what looks cool! :)

3) The lighting looks good, but don't forget to take a look at some existing TH's and match the lighting direction (esp. with the face)

Keep it up, man.
 
Try this lights setup:

- Skylight. Check Cast Shadows and set Rays per Sample to 10 for faster rendering time,
- Omni/Spot. Shadows ON. Use shadow which you want. But keep Shadows Dens. on default settings or you may even lower it. Of course you should adjust Shadow Map Params for the result you want to achieve.

Change Multiplier of Skylight to ~55/65 and for Omni/Spot to ~25/45.

Of course every adjustments should be done for particular scene/model/whatever. You can enable Light Tracer if you want to have a better control over the render. The same goes for Exposure Control.

At the end create something that reminds human head (as separated object). Right click on it --> Object Properties --> uncheck Visible to Camera. In this way object won't be visible for camera, but shadow is casting will be visible on the rest of objects in the scene.

Also, you don't need to render in the front viewport. Create a camera and adjust it at the front of model. Now you can choose FOV different than 0.
 
Sulik PA TH is done. It was quite easy and only took an evening. Here's a sample:




I plan to also do Myron PA, and Sulik and Myron ROBE.
I'm not sure about Cassidy PA, as the TH is not official (though i think it's very good)

After that, we're on to Jotisz' Max modeled armours. How's it going Jotisz?

BTW, does anyone know who made the figure in the Vault 13 poster image above?
 
Josan12 said:
BTW, does anyone know who made the figure in the Vault 13 poster image above?

Interplay. ;)


I like Sulik in PA, but the image is not a link, so it is really small.
 
Continuum said:
Try this lights setup:

- Skylight. Check Cast Shadows and set Rays per Sample to 10 for faster rendering time,
- Omni/Spot. Shadows ON. Use shadow which you want. But keep Shadows Dens. on default settings or you may even lower it. Of course you should adjust Shadow Map Params for the result you want to achieve.

Change Multiplier of Skylight to ~55/65 and for Omni/Spot to ~25/45.

Of course every adjustments should be done for particular scene/model/whatever. You can enable Light Tracer if you want to have a better control over the render. The same goes for Exposure Control.

At the end create something that reminds human head (as separated object). Right click on it --> Object Properties --> uncheck Visible to Camera. In this way object won't be visible for camera, but shadow is casting will be visible on the rest of objects in the scene.

Also, you don't need to render in the front viewport. Create a camera and adjust it at the front of model. Now you can choose FOV different than 0.

Thanks Continuum for the light setup.

Josan12 said:
1) Are you exporting JPG's to show us here? It looks like it. Your static images always seem a bit blurred/distorted so i'd reccomend BMP or TIFF or something similar.
They were jpgs but these two are png (I disabled AA completly cause I though it looks better) the size of the shoulders be somewhere in the midle of this two.
A

B (think the shoulders get too exaggerated)

(I won't be able to use PC in the following two days but I will try something on the weekend probably a better metalarmor/combat)
 
Josan12 said:
1) Are you exporting JPG's to show us here? It looks like it. Your static images always seem a bit blurred/distorted so i'd reccomend BMP or TIFF or something similar.


Jotisz said:
They were jpgs but these two are png (I disabled AA completly cause I though it looks better) the size of the shoulders be somewhere in the midle of this two.
A

B (think the shoulders get too exaggerated)

(I won't be able to use PC in the following two days but I will try something on the weekend probably a better metalarmor/combat)

You're using Imageshack, right? I've just figured out that when you upload and image, the first set of links it gives you are crappy thumbnails. Try scrolling down the page past the advertising banners and it gives you some proper image links which display at a better resolution.

Also: send me a still from your leather armour at approximately the right resolution (The above Sulik TH is 250 x 200 @ 72 DPI) and i'll paste a head in so we can see how the proportions look...
 
Josan12 said:
Sulik PA TH is done. It was quite easy and only took an evening. Here's a sample
Hehe, it's looking really good (only the neck is "moving" from time to time).


Jotisz said:
I disabled AA completly cause I though it looks better
No, it's looking worse. Enable AA.
 
Ok, which is better? :




or




Here's an idea for Sulik MAXX. The jacket is from Nicole's TH:




And here's myron in ROBE:


 
looks great, very great. But plt use the first for sulik, its looks much better then the second ;) And i don't know its just me or because that you said is nicoles armor, but the shoulders looks to small, like a woman ;) So it comes little bit strange withz the head, i hope you know what i mean sulik is a strong bone, with strong big shouilders, my frien :)


Myron looks perfect as the first version of silik i think.
 
It seems like the most images are broken. You really should take some other imagehoster. Imageshack sucks.

Sulik in leather jacked looks best. The robe-head could be a bit harder. I tried to fit a talking head into the robe for a while too, but it wasn't really easy.

Myron needs to be a bit darker in the robe IMO because of the shadow that should be over his face.
 
Lexx said:
Myron needs to be a bit darker in the robe IMO because of the shadow that should be over his face.
Myron looks good in the robe (better than Sulik). His face is outside the hood.

The biggest problem will be to keep correct proportions, since THs were rendered from different positions. For example: Sulik's head is much more smaller than Myron's head.

-------------------------------EDIT

Also, Sulik's torso is much more realistic than Myron's one (which is really small and cartoon-ish as hell).
 
Elitech said:
If u ask me - aint the entire game kinda cartoonish? :-D
Yes, a lot of graphics is cartoon like (design choice or lack of technology? :o ), but some are more cartoon-ish and other less...

That's why THs taken straight from the Poser (without any tweaks) are not fitting well into Fallout.
 
Continuum said:
but some are more cartoon-ish and other less...

All animals are equal, but some animals are more equal than others, eh. A bit Orwell in here. :P
 
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