StrangeFate's stuff: Brutal Gear Gauntlets & Armbands Promos.

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Comments

  • Lothar WeberLothar Weber Posts: 1,611

    First one ;-):

  • Lothar WeberLothar Weber Posts: 1,611

    and the second one:

  • Looking good Lothar :)

    I kept thinking of big heavy armored adventurers when doing the architecture... seeing the girl there makes me think the Inn could by 5-10% smaller, or she could be 5-10% larger to have a bit more presence :p

  • Lothar WeberLothar Weber Posts: 1,611

    Looking good Lothar :)

    I kept thinking of big heavy armored adventurers when doing the architecture... seeing the girl there makes me think the Inn could by 5-10% smaller, or she could be 5-10% larger to have a bit more presence :p

    wink you're right. In next renders i will remind me on that. But, partying and drinking in a heavy armor? laugh I would prefer a jeans wink

  • mori_mannmori_mann Posts: 1,152

    Finally got a change to play with it :) Or a part of it, because that's what I do. I like to shuffle stuff around. It's fun ;)

    This won't be the last time I play with it, that's for sure :)

  • Lothar WeberLothar Weber Posts: 1,611

    Wish we could have it... Wish we could get an environment similar in love and detail as the red crow inn for a science fiction interior wink

  • OVDOVD Posts: 254

     

    Wish we could have it... Wish we could get an environment similar in love and detail as the red crow inn for a science fiction interior wink

    I mean, there are a lot of sci-fi interiors out there from a variety of artists. I imagine they're easier by comparison since it's generally going to be smooth, polished metal or plastic surfaces with clean edges. The real challenge with this one is to make it look rough, which isn't nearly as easy by comparison. 

  • Lothar WeberLothar Weber Posts: 1,611
    OdinVonD said:

     

    Wish we could have it... Wish we could get an environment similar in love and detail as the red crow inn for a science fiction interior wink

    I mean, there are a lot of sci-fi interiors out there from a variety of artists. I imagine they're easier by comparison since it's generally going to be smooth, polished metal or plastic surfaces with clean edges. The real challenge with this one is to make it look rough, which isn't nearly as easy by comparison. 

    Youre right. But as i said. I've never seen a product with such amazing details in every corner. The love in this product is incredible. None of the lot of Sci-fi products i have is in such detailed and renderable format - so i could only wish that the team, that brought us this, thinks about doing a science-fiction setup ;-) Wishfull thinking angel

  • I'm pretty sure I'll do some Sci-Fi stuff sooner or later. I did Sci-Fi at work for about 15 years so I have a lot of reusable pieces to work with, the only problem right now is that after all those years I'm happy to not do more.

    The Daz products are actually some of the first Fantasy things I've ever done. I'd say Fantasy is easier to model and more work to texture compared to Sci-Fi.

    Sci-Fi is probably harder to make look messy too. You can play around with rust and stains in general, but details that bridge surfaces (cobwebs, dust/debris around the floor etc) are harder to come up with, or more work (cable mess etc). It's always tempting to just go with a clean Sci-Fi look and let shiny surfaces and blinking lights distract people so they don't think too much :p

     

  • Lothar WeberLothar Weber Posts: 1,611

    I'm pretty sure I'll do some Sci-Fi stuff sooner or later. I did Sci-Fi at work for about 15 years so I have a lot of reusable pieces to work with, the only problem right now is that after all those years I'm happy to not do more.

    The Daz products are actually some of the first Fantasy things I've ever done. I'd say Fantasy is easier to model and more work to texture compared to Sci-Fi.

    Sci-Fi is probably harder to make look messy too. You can play around with rust and stains in general, but details that bridge surfaces (cobwebs, dust/debris around the floor etc) are harder to come up with, or more work (cable mess etc). It's always tempting to just go with a clean Sci-Fi look and let shiny surfaces and blinking lights distract people so they don't think too much :p

     

    laugh hope Dies last... so I hope.... someday. But that would be a very good idea - a starship interior that is abandoned. With all the detailed ideas of your current, fantastic, product!

  • OVDOVD Posts: 254

    At any rate, I'll likely just keep buying everything that you make, since as Lothar said, there is exquisite detail in all your work! 

  • @OdinVonD - I see, no pressure then... :/

    But honestly, not everything will be epic, I'm trying to find a balance. I want to maintain the quality in general but doing only time intensive products seems a bit risky if the one or others ends up not being that popular.
    Right now we're doing some small fries repurposing the shields in the Inn and adding others I had lying aorund as G3/G8 wearables (with new paints) and things like that.

    Also, Roguey loves modeling medieval/fantasy furniture, so another option for smaller products would be to do prop sets that repurpose the Inn or bedroom spaces chaning it into... I don't know, herbalist room, armory, small castle'ish interior space, we'll see what ideas come up with time.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,217
    edited January 2020

    actually viginettes are an awesome idea especially for animation

    I find I need to delete everything not in view anyway and struggle to load two dressed haired Genesis 3 or 8 figures in DAZ studio.

    I did a little composite test today and DS crashed 3 times because I disabled going to CPU

    (which is worse as it freezes, I have to press the power switch to stop it overheating)

    this is the figures not your set BTW that renders fine, I really should try legacy figures!

    anyway this is the composite, its only 30 frames for the figures in the foreground with the tables

    was just a test, was averaging 2 frames a minute so really need to solve what characters I use, were all base resolution but my card was still right on it's 6 GB limit.

    the background is a separate render with Hitfilm FX

     

    click to play video 

    what I actually plan to do is empty the room and render figures moving at tables in staggered looped animations in layers, I use a very small 360 render of the room as lightning on the environment dome.

    but render with it hidden as png series to layer over my background.

    Post edited by WendyLuvsCatz on
  • another Twinmotion video render

    I used a decimated version of the walls and not all the props and dressing

    but thats the beauty of you having separate props and architectural elements yes

     

     

  • One day you'll have to explain what goes through your head when you make those videos Wendy :)

  • StrangeFateStrangeFate Posts: 806
    edited February 2020

    So, been working on finishing up one of the armours I had started a while back, while Roguey works on 2 other things, but will also be helping with the rigging of the armor etc so we can get it done faster.

    It's not an epic style armor like Kadis and more of a simple... 'army builder' style that should also go well with the good old Brutal weapons :)

    ...and I seem to start armours by the boots so, here the boot. 

    It's built a bit smarter than the Kadis armour. You'll be able to hide parts of the armour with a click and the underlying parts will look decent (unlike it was the case with Kadis). The rope around the armor will have a morph to wrap around the leather boot when you hide the armour too (or you can just hide the rops too).

    WIP, some parts not textured yet, was just playing around to see what materials worked for the metals mainly. May or may not include a version without all the dirt (but not as clean as shown below), but I think once the armour is complete, the dirt at the bottom will give a nice break from the otherwise cleaner armour.

     

     

    Post edited by Chohole on
  • memcneil70memcneil70 Posts: 4,115

    I will just start stashing store credit now for this and the two projects you say Roguey is working on. 

    Mary

  • lilweeplilweep Posts: 2,488

    cool

  • OVDOVD Posts: 254
    Nice! Digging that helmet!
  • NNAPNNAP Posts: 35
    Fantastic!
  • MoreTNMoreTN Posts: 296

    This looks fantastic, but can we have a midsection without the skull? Pretty please?

  • L'AdairL'Adair Posts: 9,479
    edited February 2020
    MoreTN said:

    This looks fantastic, but can we have a midsection without the skull? Pretty please?

    I second the motion. (If the skull can be hidden, it would make the armor more versatile. Might appeal to more customers…?)

    Post edited by L'Adair on
  • Hmm maybe. I think that's the best I can offer right now :)

    The belt won't look good without a 'bulge' where the skull is, given all the layers and detail on the sides and back of it, the front can't end up being the thinnest and simplest part, it would feel off.

    If I can easily flatten the skull with a morph and shape it into a bulge that looks acceptable with an alternate texture and a simple embossed motive on it then I'll do that as an option. The skull is built right into the belt, and I've never had much luck transferring bones and weights, between 2 identical meshes even, in Daz, so I'd rather not do anything that requires a second version of the mesh.

    There are pieces for at least 3 more armours already modeled and none of them use skulls (in the same way anyway), so people will be able to mix and match pieces between them to avoid skulls.

  • StrangeFateStrangeFate Posts: 806
    edited March 2020

    Helmet done, other parts almost there too.

     

    Helmet comes with 2 different sets of horns that can both be hidden (if that's how you roll). Both types of horns come with morphs to change shape and size.

    There's also a morph to open the faceplate enough to allow you to drink and eat with some dignity.

    I'll probably still tweak some of the materials at the end... 

     

    Post edited by StrangeFate on
  • ArtiniArtini Posts: 9,461
    edited March 2020

    Hmm maybe. I think that's the best I can offer right now :)

    The belt won't look good without a 'bulge' where the skull is, given all the layers and detail on the sides and back of it, the front can't end up being the thinnest and simplest part, it would feel off.

    If I can easily flatten the skull with a morph and shape it into a bulge that looks acceptable with an alternate texture and a simple embossed motive on it then I'll do that as an option. The skull is built right into the belt, and I've never had much luck transferring bones and weights, between 2 identical meshes even, in Daz, so I'd rather not do anything that requires a second version of the mesh.

    There are pieces for at least 3 more armours already modeled and none of them use skulls (in the same way anyway), so people will be able to mix and match pieces between them to avoid skulls.

    I've just notice this post and would also like the version without the skull, if possible.

    The rest is looking very nice.

     

    Post edited by Artini on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,217

    helmet looks cool yes

  • StrangeFateStrangeFate Posts: 806

    Starting to take shape...

    nobody likes skulls anymore it seems :)

  • Robert FreiseRobert Freise Posts: 4,444

    Starting to take shape...

    nobody likes skulls anymore it seems :)

    Looking good

    Have no problem with skulls myself but do think outfits with them would be more versatile if it was an option

  • SaphirewildSaphirewild Posts: 6,668

    Wow the outfits and helmets are coming right along!

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,217

    skulls are cool but honestly getting a bit cliché in fantasy art

    not that that ever stopped anyone cheeky

    options are always nice yes

    I certainly would still use skulls

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