Re: The Basitin Military in 3D: Part 4 - Greatsword V2
Posted: Mon Aug 13, 2018 2:55 pm
A place to sit around and talk about the comic.
https://www.twokinds.net/forum/
I mentioned how it look like you sculpted this stuff and photographed it rather than using 3d software to render it. This might sound a little gross but previous images looked like you sculpted the skeleton out of clay or wood and for the fur you hunted and unsuspecting squirrel, tanned its coat and "applied" it to your figurine before adding the armor. It looks THAT real, at least for me. However on this one it looks like could not source real fur and settled for synthetic fleece. What i am trying to say is that its fur looks a bit more plastic than the previous pieces.Thallium wrote: ↑Sat Aug 11, 2018 9:50 pmI'm sorry the new style isn't as appealing to you, I realise not everyone will like the transition to 3D but I think it will be better in the long run for most people.
And now on with image number 4. Going back to the original style again this time in order to show off how the gold-armoured marshals look now: shiny. As before, there won't be a detailed description after this one because it will just be the same as the last time I posted the greatsword; so if you want to read that, check out the original greatsword image in earlier pages of this thread or alternatively you can find it on my FA page, here: http://www.furaffinity.net/view/27161979/.
Next up will be another scene and if you've see some of the teasers I put out a while ago you may have some idea of what it will be. Let's just say that not every battle always goes the basitins way...
Enjoy!
Any problems viewing these images, you can find them mirrored on my FA: http://www.furaffinity.net/user/thallium/
-big shiny basitin snip-
I think that's a compliment... I'm going to take it as a compliment...Technic[Bot] wrote: ↑Tue Aug 14, 2018 1:45 am I mentioned how it look like you sculpted this stuff and photographed it rather than using 3d software to render it. This might sound a little gross but previous images looked like you sculpted the skeleton out of clay or wood and for the fur you hunted and unsuspecting squirrel, tanned its coat and "applied" it to your figurine before adding the armor. It looks THAT real, at least for me.
Interesting, its the exact same fur texture that I used for the Shieldbearer; maybe its the different lighting caused by reflection off of gold rather than silver that is causing it to look worse. Noted for the future, although I don't think I'll be doing too much more with the gold armour anyway so it might not matter.Technic[Bot] wrote: ↑Tue Aug 14, 2018 1:45 am However on this one it looks like could not source real fur and settled for synthetic fleece. What i am trying to say is that its fur looks a bit more plastic than the previous pieces.
Hah that's his grand strategy; confuse the enemy so that they don't know what to expect! In all seriousness though, I see what you mean. He's supposed to be snarling through gritted teeth but faces are hard to do right and the facial rig I'm using is definitely one of the weakest aspects of the whole thing because it was designed for a human face and I've retrofitted it for use with a muzzle so it doesn't work quite as well as it should. It's something I'm looking to improve, however as I will be focusing more on whole scenes in the future rather then super detailed close-ups, I'm hoping to be able to get away with it as it stands. After all, it's the same rig as I used for the facial expressions in "Brace for Impact" and I think it worked pretty well there.Technic[Bot] wrote: ↑Tue Aug 14, 2018 1:45 am Also that grimace, God... i do not know if its growling, grinning or laughing. It is a bit uncanny to say the least...
Of course it is a compliment, if not evident by now I am quite a fan of your work!
I have no idea why is it either, my eyesight is not perfect so it might simply be me. In any case the officer fur still look a lot flatter than the shieldbearer, for me at least.Thallium wrote: ↑Tue Aug 14, 2018 11:40 pm Interesting, its the exact same fur texture that I used for the Shieldbearer; maybe its the different lighting caused by reflection off of gold rather than silver that is causing it to look worse. Noted for the future, although I don't think I'll be doing too much more with the gold armour anyway so it might not matter.
It might be the perspective, in the "brace for impact" their faces look ok. Yet the officer "smile" looks like something a taxidermist made. But do not really now. Maybe the model simple does not work well for smiles/grimaces/snarls? Perhaps using a dog snarl as base might help, I do not know?Thallium wrote: ↑Tue Aug 14, 2018 11:40 pm Hah that's his grand strategy; confuse the enemy so that they don't know what to expect! In all seriousness though, I see what you mean. He's supposed to be snarling through gritted teeth but faces are hard to do right and the facial rig I'm using is definitely one of the weakest aspects of the whole thing because it was designed for a human face and I've retrofitted it for use with a muzzle so it doesn't work quite as well as it should. It's something I'm looking to improve, however as I will be focusing more on whole scenes in the future rather then super detailed close-ups, I'm hoping to be able to get away with it as it stands. After all, it's the same rig as I used for the facial expressions in "Brace for Impact" and I think it worked pretty well there.
Well I had hoped that you liked it, given all the feedback you've given me over these past few months. I hope to present more work you like even better in the future. Maybe I just did the marshal's face too quickly and need to spend more time on it when I do close-ups in the future; thing's to think on.Technic[Bot] wrote: ↑Thu Aug 16, 2018 2:27 am Of course it is a compliment, if not evident by now I am quite a fan of your work!
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It might be the perspective, in the "brace for impact" their faces look ok. Yet the officer "smile" looks like something a taxidermist made. But do not really now. Maybe the model simple does not work well for smiles/grimaces/snarls? Perhaps using a dog snarl as base might help, I do not know?
Ah machines! As you an tell by now they are exceedingly good at repeating the same over and over but fail we some "natural variation" is to be introduced. That is why making something look messy takes a lot of hardcoding manual effort and attention to detail. Now the person is doing most of the job. Not the machine.Thallium wrote:And now onwards to part 5! Sometimes battles don't go the basitins way, despite their abilities and armaments and you are going to see the result of such a situation this week. Of course, basitins don't run from a fight and so final stand situations like this one are not unheard of amongst the basitin's ranks. This image was difficult both materially and compositionally. From the materials perspective, it is always easier to make things look clean and pristine like you've seen in previous images, it is much harder to make things look scuffed, dirty and bloody like you see here. Compositionally, it was difficult getting the various pieces of "battlefield detritus" arranged in a way that made it look like a torn up war zone while not distracting from the central figure in the image: the signaller. Lots of things learnt from this one an I'm very happy with how it turned out.
Not gonna lie here, this is a bit rough on the edges. The sky and the hill look really nice and ominous. The architecture not so much, both the tower, the wall and the bridge look like LEGO and sticks out from the otherwise green natural landscape. I wish I could say something about the general and his favorite rabbit warrior. But the scene is to dark and can only see two clocked figures. (I does not help that i keep my monitor brightness and contras low thought). Speaking of which the stone is incredibly bright compared to anything else except the thunder.Thallium wrote:Part 6 of the 3D images. As mentioned previously, I wanted to try something a little different this time and actually recreate a scene from the comic. I've always considered Keith's encounter with Alaric on the bridge to be one of the most significant moments in the story so far, so I decided that that would be my first attempt, specifically page 478, panel 6. This provided a nice challenge on how to get everything looking wet, which is something I haven't done before, as well as the eternal challenge of lighting up a night scene.
So with this piece out of the way, I come to the end of my backlog of images, which means that from now on I will no longer be on the weekly upload schedule I've maintained since the beginning of this series. 3D images take significantly longer to create than 2D ones (for me at least) but I think the results speak for themselves, so I hope you don't mind uploads taking longer than usual. I won't give a definite time frame for uploads as that will vary based on the complexity of the scene and also, as art competes for my free time with everything else I like to do, on how motivated I feel at a given time. I will give a tentative schedule of at least something every month but do not be surprised if that slips. I haven't fully decided what the next image will be yet, although I do have some ideas but I'm also open to suggestions if any of you would like to give them. With that said, I hope you enjoy the Battle on the Bridge!
I've learned a lot in the few pieces I've done so far, as well as the kind feedback from yourself and others. In large I agree with your assessment of these last two images; the final stand being far better (with a little bit of artistic licence re. the severed arm) than the battle on the bridge. I think this is due to the content; at the end of the day this is furry art and the former has much more of that than the latter. The battle on the bridge is also not helped by being at night which automatically makes it less easy to see and therefore less interesting to look at.Technic[Bot] wrote: ↑Sun Sep 09, 2018 4:19 am Ok to be honest i had not realized you posted the last 2 pieces...
It is a shame we won't bes being these more often. These pieces and the stories embedded were actually quite fun to read.
In any case my thought on your last 2 images:
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Ah machines! As you an tell by now they are exceedingly good at repeating the same over and over but fail we some "natural variation" is to be introduced. That is why making something look messy takes a lot of hardcoding manual effort and attention to detail. Now the person is doing most of the job. Not the machine.
Anyhow nice piece. The only thing that strikes me as weird is the random arm lying on the ground. Seriously what hit the poor rabbit dude to chop through his arm while wearing platemail: A water jet, plasma cutter? Also the blood has a ketchupp texture but that may just be me, I had not noticed but from this angle the basitin head looks a bit weird, like he does not have a neck, also it took me a while to figure out that the figure on the left was a horse, "What is a dead ogre doing in the scene?" was my first thought. But otherwise is a nice and well composed piece.
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Not gonna lie here, this is a bit rough on the edges. The sky and the hill look really nice and ominous. The architecture not so much, both the tower, the wall and the bridge look like LEGO and sticks out from the otherwise green natural landscape. I wish I could say something about the general and his favorite rabbit warrior. But the scene is to dark and can only see two clocked figures. (I does not help that i keep my monitor brightness and contras low thought). Speaking of which the stone is incredibly bright compared to anything else except the thunder.
In any case gonna miss these post. Be reading you elsewhere!