Would've never thought of that mesh clone trick. Will definetely try it out. tyvm! ^^
or even easier,
take a screenshot of your model with materials.
Take off materials
apply white material
take screenshot of your model with wire frame on
put wireframe layer over color layer in photoshop on multiply.
way i do it is to clone the mesh... put a black material on the new mesh that only shows the wireframe and use push to bring it out a tiny bit (max)
Wait, seriously? I just press [F4] to toggle the wireframe on/off. Then [Prt Scr]. Looks like this:
The material can be any kind of material you like. In this case a simple cold gray, but it'll also work on materials with a diffuse/specular/glow/normal/whatever map.
About done with the modeling on this guy, here's a quick polypaint test to give me an idea of what's the plan for the final texturing. Next stop, posing
Here's a scene me and Eric born are working on. I'm doing all environment and foliage assets (rocks, trees, landscaping placement) and he is doing all of the asset props (buildings, structures, etc) This is about 1-2 weeks into our project so far and just a work in progress. (i know... lights aren't even baked haha)
Wait, seriously? I just press [F4] to toggle the wireframe on/off. Then [Prt Scr]. Looks like this:
The material can be any kind of material you like. In this case a simple cold gray, but it'll also work on materials with a diffuse/specular/glow/normal/whatever map.
yeah i was talking about renders.... thought thats what soldeus was asking about, i thought everyone new what f4 did :poly122:
ScudzAlmighty- very cool Superman, but aren't his arms super tiny? They look like they've atrophied. Maybe its a style choice and i just don't "get it", but I did a quick lasso-enlarge in PS to see.
I had a lot of people ask me about the presentation of this model. So I created this image (important areas are highlighted in orange) and answered some of the question below.
"What program is it from?"
Print Screen from 3dsMax
"What shader did I use?"
Standard Blinn Shader.
I set the shader to faceted so that the individual polygons are shaded.
Set the Specular Level fairly high to make it shinny
Make the Fall-off of the Glossiness tight
Play with your Ambient, Diffuse, and Specular colors until you find something you like.
"How did you render your wireframe on top of your subdivided mesh?"
For the subdivision*, I use Nurms subdivision within the Editable Poly modifier. By checking Isoline Display (checked by default), you will only see the wireframe for your control mesh (lowest subdivision). If you uncheck it, you will see a wireframe for your current subdivision (or Iterations). From there I don't actually render anything. I just take a Print Screen of my viewport.
* For the presentation, I like to put a single subdivision on my model to show why I chose the poly flow (edge loops) I did. The poly flow is created specifically for subdividing my mesh and for areas detail. I'll have smaller tighter polygonal mesh detail in areas that I know will need tighter sculpted detail such as the face, joints, fingers and toes. For the rest of the character I try to maintain a consistent distribution of polys
Is it just me or is that deltoid separated by a different material group in order to create more muscle definition?
I think some people also got thrown off by that render because the wireframe is black as opposed to the default white color that comes from 3ds max. You can change the displayed wireframe color for selected objects in the preferences, under UI color or something.
ScudzAlmighty- very cool Superman, but aren't his arms super tiny? They look like they've atrophied. Maybe its a style choice and i just don't "get it", but I did a quick lasso-enlarge in PS to see.
Thanks man, now I'm all unsure I wonder if there's some perspective/posing combo that's causing the arms to look short? He's posed in zb so along with the rotation I had to move the arms up a bit as well to keep the shoulder shape. His arms are bent down and slightly in along with the slight arching of his back, which is what I think is causing them to look short.
Here's an un-posed mostly straight on shot for comparison:
Wow, I'm absolutely blown away by the stuff here. So many amazing artists, it's almost disheartening, haha.
I'm actually just starting out, here's my first finished (wooo!) model for a university project, some sort of flying steampunk-ish contraption.
THAT is all kinds of epic...Can you show how u painted it? a small tutorial if possible? resoruecs that helped u, links tec??? I adore the hand painted texturing look, although I prefer realism in my own work...THAT is just perfect.!!!
Doesn't really read as metal to me. Feels a bit too cloth-like, with a little sedimentary rock thrown in. It seems to fold, but looks quite thick. Maybe make it look more dented than folded to help with material definition.
Me and a friend recently published a 2D game on Google play. It's free to play. Really simple. The art style is based on gel electrophoresis. It's our first game, so check it out!
@Liquid-Grievous: Thank you! I definitely reference a lot of Blizzard texture work when I paint. I don't think I'm good enough to be making a tutorial, but my advice would be whenever you work with hand painted textures, is to just never stop painting and if something doesn't look right, just paint over it and keep moving.
@Joopson: I appreciate the feedback! I can see what you mean by it feeling a little cloth like due to the folds/dents being faint. I guess they're more so suppose to be thick pieces of metal screwed in to the side of something, but that doesn't mean I can't push some more depth in to it! I'll look in to getting some deeper hues in there to push the dents more.
Here is the first shot of my work right now, very early in my current project:
I still have so much to do, haven't even really thought about lighting, post-processing let alone more props than grass, spruce and the terrain. Going to add more and more now when I've got my scene set up.
Honestly the terrain was annoying to set up, feels very buggy to me.
I might have gone too far with the saturated colors but I'll probably bring into a more realistic or even darker mood later. I might still be influenced by Far Cry 3 and all :poly136::)
Replies
or even easier,
take a screenshot of your model with materials.
Take off materials
apply white material
take screenshot of your model with wire frame on
put wireframe layer over color layer in photoshop on multiply.
Wait, seriously? I just press [F4] to toggle the wireframe on/off. Then [Prt Scr]. Looks like this:
The material can be any kind of material you like. In this case a simple cold gray, but it'll also work on materials with a diffuse/specular/glow/normal/whatever map.
Here's the start o my little dude!
Will have swappable helmet n armours n capes n weapons n stuff.
still have to do some clean-up and get a final pose. 14686tri.
tight poly distribution / groups!
A little something from a Polycount art G+ hangout I snuck in earlier.
Blogspot of how we got where we are is here jolly3dgiant.blogspot.com
Here's a scene me and Eric born are working on. I'm doing all environment and foliage assets (rocks, trees, landscaping placement) and he is doing all of the asset props (buildings, structures, etc) This is about 1-2 weeks into our project so far and just a work in progress. (i know... lights aren't even baked haha)
yeah i was talking about renders.... thought thats what soldeus was asking about, i thought everyone new what f4 did :poly122:
morning warm up:
[ame="http://www.youtube.com/watch?v=SUkffusUtOE"]Zombie Jessica Bust Turntable - YouTube[/ame]
thanks broski
3D prints...now!
Awww, i hope you finish it anyway, the armour looks amazing
But I like seeing my wk on the weeklies. Se here it goes!
p.s roosterMAP nice!!
I had a lot of people ask me about the presentation of this model. So I created this image (important areas are highlighted in orange) and answered some of the question below.
"What program is it from?"
Print Screen from 3dsMax
"What shader did I use?"
Standard Blinn Shader.
I set the shader to faceted so that the individual polygons are shaded.
Set the Specular Level fairly high to make it shinny
Make the Fall-off of the Glossiness tight
Play with your Ambient, Diffuse, and Specular colors until you find something you like.
"How did you render your wireframe on top of your subdivided mesh?"
For the subdivision*, I use Nurms subdivision within the Editable Poly modifier. By checking Isoline Display (checked by default), you will only see the wireframe for your control mesh (lowest subdivision). If you uncheck it, you will see a wireframe for your current subdivision (or Iterations). From there I don't actually render anything. I just take a Print Screen of my viewport.
* For the presentation, I like to put a single subdivision on my model to show why I chose the poly flow (edge loops) I did. The poly flow is created specifically for subdividing my mesh and for areas detail. I'll have smaller tighter polygonal mesh detail in areas that I know will need tighter sculpted detail such as the face, joints, fingers and toes. For the rest of the character I try to maintain a consistent distribution of polys
Hope this is useful!
- BoBo
http://bobotheseal.blogspot.com
I think some people also got thrown off by that render because the wireframe is black as opposed to the default white color that comes from 3ds max. You can change the displayed wireframe color for selected objects in the preferences, under UI color or something.
More images over here.
Looking great "Armanwich!" love the chunkiness!
Thanks man, now I'm all unsure I wonder if there's some perspective/posing combo that's causing the arms to look short? He's posed in zb so along with the rotation I had to move the arms up a bit as well to keep the shoulder shape. His arms are bent down and slightly in along with the slight arching of his back, which is what I think is causing them to look short.
Here's an un-posed mostly straight on shot for comparison:
thanks man, hopefully have more to show after the weekend :poly122:
Awesome. Love him, so much character. Belongs in an FFIX remake.
I'm actually just starting out, here's my first finished (wooo!) model for a university project, some sort of flying steampunk-ish contraption.
Cross post from my thread - Just started texturing him:
Please and thank u.:thumbup:
Doesn't really read as metal to me. Feels a bit too cloth-like, with a little sedimentary rock thrown in. It seems to fold, but looks quite thick. Maybe make it look more dented than folded to help with material definition.
The painting itself is quite beautiful, though.
[ame="http://www.youtube.com/watch?v=B2thaq-dsEg"]DNA Breaker Gameplay - YouTube[/ame]
@Joopson: I appreciate the feedback! I can see what you mean by it feeling a little cloth like due to the folds/dents being faint. I guess they're more so suppose to be thick pieces of metal screwed in to the side of something, but that doesn't mean I can't push some more depth in to it! I'll look in to getting some deeper hues in there to push the dents more.
I still have so much to do, haven't even really thought about lighting, post-processing let alone more props than grass, spruce and the terrain. Going to add more and more now when I've got my scene set up.
Honestly the terrain was annoying to set up, feels very buggy to me.
I might have gone too far with the saturated colors but I'll probably bring into a more realistic or even darker mood later. I might still be influenced by Far Cry 3 and all :poly136::)