I'm aiming for current to next gen specs for this character. Full normal map, specular, alpha, etc. It's the most ambitious project I've done yet. The goal is to get her done before PAX prime so I can bring her with in my portfolio.
My reference sheet:
My progress so far, after one evening of sculpting. I know it still needs a lot of work, any critiques would be amazingly helpful. Thank you for looking.
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Right now your anatomy has a lot of problems. You need to grab yourself some good anatomical references. It's generally not that far off, but things you need to take a look at include: The shape of the rib cage and hips, the height of the knees, the shape of the brows, the position of the mouth and nose in relation to the jaw line.
First order of business, make her not look like a sea hag. Right now she's reminding me of the bust of nefertiti, and I can't decide if I want that or not. I think her eyes might be too high as well.
Now on to retopo. Never done this before, picked up a trial of 3D Coat and I'm going to give that a whirl.
I was able to knock out my retop this weekend. I might still go back in and see if I can pare 200+ tris, I think there's some room in the stomach for some welding.
And the interactive is here: http://p3d.in/xbxJU
Right though, I could really use some advice. I did a couple preliminary bakes in XNormal just to see how things would go down and the result was depressingly weird.
I think I've got two separate issues. The whole thing looks metallic (AO is no better) and I have no idea what could cause that or how to fix it.
The second issue is that it's not reading the model right, and I think that has to do with how my high poly is set up. When I sculpted her I used a lot of subtools and when I exported her out I just exported everything as-is. Meaning her sculpted legs on the high-poly are still there inside her pants. I think that's what XNormal is reading.
Now, I think there's a way to combine all the high-poly detail of all the subtools into one high-poly mesh. Is this called projecting? Am I just high? What would you folks recommend? I've got my high-poly mess in ZBrush, I've got my original base mesh, and then I've got my nice beautiful clean retopologized mesh. I'm going to do some digging, but if someone could point me in the right direction I'd be very grateful.
2. Turn on Back face culling in maya (under the shading menu in your viewport). make sure none of the normal are flipped on your low.
3. Look under display in zbrush make sure double sided isnt clicked and make sure you're normals aren't inverted on your high poly.
Im pretty sure it's not the legs being read under the pants. Surface detail is all thats read when you bake from high to low.
Thanks again
1, go into tools tab
2, select ray distance calc
3select your mesh in the popup window and press go. After it reads the mesh files it will start calculating the rays and it will show you how many seconds it's been calculating for at the bottom of the window. Wait about 20seconds and press stop and then hit " copy results".
What this does is it calculates the best ray distance to use on your mesh to give you minimal bake errors. Of course the results depend on how complex your mesh is and some areas will require a cage or blocker files. For something like this i would use blocker files instead of a cage. Blockers are simply geometry you export out from max/maya which block the rays cast by the baker. So if you were getting artifacts from the arm baking onto the torso, you could put a poly plane between the two parts to block the rays from hitting. You can load up blockers into xnormal by right clicking your lowpoly mesh and going to "browse blocker file". It's kinda tricky to explain blockers hopefully you can understand from this picture though of where i've placed planes to prevent errors.
I think you could knock off a few hundred tris if you go back to it.
Finally got a decent bake! You were right MrHobo, my low poly was WAY smaller than my high. Took some doing to re-size them though because 3D Coat decided it wouldn't load anything high poly for me anymore, continued hangs at 99 percent import So into Maya I went and managed to sort everything out.
One thing I learned, when you're baking you need to have all the edge normals softened on the low poly. It's probably a really noob mistake, but hey, now I know. Also Giles, thanks again for the tip on the blockers. I made extensive use and they helped a whole lot. Here's my raw AO, I haven't done any cleanup yet, lots of little things that need fixed on this and the Normal.