Hello, this is part of the character I'm working on. I have no concept but design part was done in mudbox and now I'm doing fine-tuning in maya and mud. I will render this guy in UDK. 6000-7000 tris is my limit. Hope you like it
Like the fingers, they look very strong and mechanical! The paints look awesome, I'd say drop the white, the orange one feels more fierce/dangerous, but if you're going for an army type, the green/grey one looks great ^^
Can we haev a peek at the rest of your design? Cause I definitely want to see more! Good job so far.
This is a very impressive looking arm, I love how you've played up the contrast between the sleek forms on the arm and the utilitarian, industrial, four-fingered hand, I think it works very well. Now lets see the rest of it!
Hey comrade, it's good to see another Russian on Polycount.
So are you basically doing the whole model in Mudbox and then retopo-ing it into separate elements in Maya to get some perfect Sub-Division Surfaces?
Got any special techniques for texturing the metal? are you projection painting in Mudbox?
I love the scuplt, some of the forms like the thighs and and boots look a little out of proportion though. I'd love to see the final version of the head, especially with that white color scheme that the arm has. Its like a mix of Deus Ex HR and Portal 2.
Really comming along can't wait to see where this one goes. are you going to high poly in the screws and such The texture is whats going to sell this I am very excited!
Thanks guys.. Shoy333 nothing special - just 3-5 screenshots from mudbox for each view and then merge them in photoshop.. this texture work for fun because lowpoly version of this guy will be fully symmetrical; unfortunately i cant use any nubmers, words or even Spongebob's photo on symmetric model cause in other side it will look ugly..
ShanthosaIf you are zbrush user i think Zbr has noise generator.. Autodesk dont like their users so much. That is why Mudbox users must spend a lot of time for this simple operation.
1) separate the mesh (by any known way)
2) create GOOD UV from that mesh (in lowest sublevel)
3) import back in Mud
4) create paint layer
5) paint pattern that you need in photoshop
6) fletten to UV space (and now we hawe GOOD uv (if model semetrical - uv must be one above the other))
7) project pattern on the flattened model
8) Unflatten from UV space
9) Freeze from selected (and invert selection if you need)
10) use any sculpt brush to create your pattern
Very awesome and thanks for the break down there for the grunge and grit details you just used custom brushes and such after compiling the 3 layers together?
As far as I am aware, UDK is able to use multiple UV channels to apply textures to a model.
If your first channel is left as it is (overlapping) then all details will transfer from one side to the other - an economical use of texture space, but one that can't make asymmetrical details.
To create a second UV set in Maya go to Create UV's -> Create Empty UV Set (or Copy UV's to UV Set to have everything laid out like in your first channel).
With this second UV set, you can unwrap your model in a completely different manner to the first - so you can put your extra details on without affecting your main texture layout.
In UDK, you can merge that second detail texture into your existing diffuse just like you would usually (using a LERP, for instance).
But by connecting a TexCoord expression into the second texture's UV node, you can make it conform to a different UV channel:
I hope that's clear
Edit: Be wary that Maya's UV Channel "1" = UDK's UV Channel "0" (and 2=1, 3=2 etc.)
Oh, thank you.. i have no questions about maya UV creation but texture setup in UDK scares me.. The main question to you - I have to draw new texture for second UV or just asymmetric part?? And optimization side - which is better: fully unwrapped model or model with 2 UV channel??
You could get away with just making the decals/Spongebob/numbers in a texture sheet with an opacity map in the Alpha channel to mask out the details.
(This mask could then be plugged into the Alpha of a LERP, while your first and second textures go into the A and B nodes.)
You'd then be able to just make a UV island in your unwrap localised around the areas that you want the details on.
All other areas of the mesh can be grouped into one island and shrunk down to fit into the masked out parts.
With regards to performance - as with most things it depends :P
In general practice though, a fully unwrapped model would be better on performance than one with 2 UV channels.
But for each UV island you have you add an extra draw call (I think that's how it goes anyway). And a fully unwrapped model might need a larger texture - something that is a lot more expensive on memory.
in other words i need 2 textures and 2 UV?? i think i try it but not sure I understood everything correctly..
But thank you, I have something to think about))
Thanks guys.. Shoy333 nothing special - just 3-5 screenshots from mudbox for each view and then merge them in photoshop.. this texture work for fun because lowpoly version of this guy will be fully symmetrical; unfortunately i cant use any nubmers, words or even Spongebob's photo on symmetric model cause in other side it will look ugly..
ShanthosaIf you are zbrush user i think Zbr has noise generator.. Autodesk dont like their users so much. That is why Mudbox users must spend a lot of time for this simple operation.
1) separate the mesh (by any known way)
2) create GOOD UV from that mesh (in lowest sublevel)
3) import back in Mud
4) create paint layer
5) paint pattern that you need in photoshop
6) fletten to UV space (and now we hawe GOOD uv (if model semetrical - uv must be one above the other))
7) project pattern on the flattened model
8) Unflatten from UV space
9) Freeze from selected (and invert selection if you need)
10) use any sculpt brush to create your pattern
And Mudbox goes crazy... When I import a new mesh in Mud i notice bugs in his work process.. I cant edit new mesh, I can not even select it... It is very inconvenient, I still have 6 GB of free RAM by the way.. very sad
Replies
Like the fingers, they look very strong and mechanical! The paints look awesome, I'd say drop the white, the orange one feels more fierce/dangerous, but if you're going for an army type, the green/grey one looks great ^^
Can we haev a peek at the rest of your design? Cause I definitely want to see more! Good job so far.
And I really like the orange version the most, but well, that is just me
I wanna see more!
The wrist does lack the necessary seams to be fully functional though.
So are you basically doing the whole model in Mudbox and then retopo-ing it into separate elements in Maya to get some perfect Sub-Division Surfaces?
Got any special techniques for texturing the metal? are you projection painting in Mudbox?
I love the scuplt, some of the forms like the thighs and and boots look a little out of proportion though. I'd love to see the final version of the head, especially with that white color scheme that the arm has. Its like a mix of Deus Ex HR and Portal 2.
In general - yes. Mudbox has some limitations and drawbacks so that i use topogun for separate existing mesh.
If you mean pictures that I posted earlier - this is 3 screenshot from mud and photoshop layer work + color tweaking..
Some of the paneling is a bit lumpy around the cheeks, and the forehead:
You could fix it with some vert tweaking, or by just putting less vertices down when you do your retopo and let the subdivision do the work.
now working on his feet.
Still very cool!
The honeycomb on his mid-section is looking great. Can you give any insight into how you approached it?
keep it up
Shoy333 nothing special - just 3-5 screenshots from mudbox for each view and then merge them in photoshop.. this texture work for fun because lowpoly version of this guy will be fully symmetrical; unfortunately i cant use any nubmers, words or even Spongebob's photo on symmetric model cause in other side it will look ugly..
Screengrabs must be larger of course))
theslingshot maybe red lights?? or blue?
Shanthosa If you are zbrush user i think Zbr has noise generator.. Autodesk dont like their users so much. That is why Mudbox users must spend a lot of time for this simple operation.
1) separate the mesh (by any known way)
2) create GOOD UV from that mesh (in lowest sublevel)
3) import back in Mud
4) create paint layer
5) paint pattern that you need in photoshop
6) fletten to UV space (and now we hawe GOOD uv (if model semetrical - uv must be one above the other))
7) project pattern on the flattened model
8) Unflatten from UV space
9) Freeze from selected (and invert selection if you need)
10) use any sculpt brush to create your pattern
God bless the Autodesk 0_o))
you texture work is spot on!
Have you thought about having a second UV channel for asymmetrical details like Spongebob and the numbers? As it would be a shame to lose them.
If your first channel is left as it is (overlapping) then all details will transfer from one side to the other - an economical use of texture space, but one that can't make asymmetrical details.
To create a second UV set in Maya go to Create UV's -> Create Empty UV Set (or Copy UV's to UV Set to have everything laid out like in your first channel).
With this second UV set, you can unwrap your model in a completely different manner to the first - so you can put your extra details on without affecting your main texture layout.
In UDK, you can merge that second detail texture into your existing diffuse just like you would usually (using a LERP, for instance).
But by connecting a TexCoord expression into the second texture's UV node, you can make it conform to a different UV channel:
I hope that's clear
Edit: Be wary that Maya's UV Channel "1" = UDK's UV Channel "0" (and 2=1, 3=2 etc.)
(This mask could then be plugged into the Alpha of a LERP, while your first and second textures go into the A and B nodes.)
You'd then be able to just make a UV island in your unwrap localised around the areas that you want the details on.
All other areas of the mesh can be grouped into one island and shrunk down to fit into the masked out parts.
With regards to performance - as with most things it depends :P
In general practice though, a fully unwrapped model would be better on performance than one with 2 UV channels.
But for each UV island you have you add an extra draw call (I think that's how it goes anyway). And a fully unwrapped model might need a larger texture - something that is a lot more expensive on memory.
But thank you, I have something to think about))
Essentially yes - you have two UV channels and two textures (one for each).
just write 8008 ololol
And Mudbox goes crazy... When I import a new mesh in Mud i notice bugs in his work process.. I cant edit new mesh, I can not even select it... It is very inconvenient, I still have 6 GB of free RAM by the way.. very sad
High poly model is done.. now time to create low poly..