Hi everyone just wanted to share some things Im working on. Im getting focused on my characters anatomy so that I can become a better artist. Its not final though.
I’ve not messed around in zbrush in awhile so I thought I’d start sketching out this little creep. Going to make some pots and pans dangling off his bag, give him a little teddy bear to hold maybe a torn wife beater so you can still see his rather worryingly large nipples and maybe a lolipop to boot.
somethin weird happened to the trigger but it was fine on the other side so i just mirrored the geometry there and it turned out okay.
I'm too lazy to get another shot of it though.
Jessica> hair seems better to develop around texture strips, than in polys on their own. Might want to explore how it looks to take strips of hair and how they work in context with everything else.
That is, if you execute the way you are going, always more options
Thanks moof! Do you mean to make the texture before modeling?
I think what they're saying is if you have a texture that is a strip of hair, apply it to a plane, and add divisions and warp from there, it will be much easier (your uvs will be flat and you wont have to do any warping in photoshop).
A texture like this, and then warped in your 3d package:
Working on some Borderlands2 fanart. This is the Togue harpoon gun I made for a grown-up Tiny Tina that I'm working on. The harpoon will be linked to a winch that she's wearing as a backpack.
Thanks moof! Do you mean to make the texture before modeling?
Yes, more or less. Rather, you make the model, with the hair in mind, but the hair is a separate piece of work.
There are different ways of going at it, but imagine you have your face modeled without the hair. Then, imagine you've made a layer of texture as if the head was shaved more or less (but maybe more 'full ' feeling than that). Then add sheets of planer meshes with flat strips of hair, and you build it up, layer upon layer. Each layer will needs its own lighting focus, to represent where it is in the layers of hair (duller until fully lit, inner layers vs. out layers).
This is the skill part, to figure that out, and make it look nice.
Crazy dev stuff:
The big issue is texture sorting, which is not to have textures popping ahead of each other in some random fashion ( you'll notice this when transparent textures seem to appear ahead of each other, then pop behind, then back and forth very quickly. It's a huge technical problem, but easily understood as: the camera renders what surface it thinks it sees first). The other thing, is having it light properly. I thought http://simonschreibt.blogspot.de/2013/02/airborn-trees.html
had a very elegant solution to have to make crazy surfaces light evenly.
Just something to keep in mind
Beyond that, is artistic implementation, and how you handle these issues. I can explain more if you have questions, it's not easily understood in text. :poly127:
Hey man, I'd go back and fix the obvious mirroring you have going on. Really pay attention to where the scratches would be on it as well, looks a bit like you just went over the diffuse with a scratch brush in Photoshop
Yes, more or less. Rather, you make the model, with the hair in mind, but the hair is a separate piece of work.
There are different ways of going at it, but imagine you have your face modeled without the hair. Then, imagine you've made a layer of texture as if the head was shaved more or less (but maybe more 'full ' feeling than that). Then add sheets of planer meshes with flat strips of hair, and you build it up, layer upon layer. Each layer will needs its own lighting focus, to represent where it is in the layers of hair (duller until fully lit, inner layers vs. out layers).
This is the skill part, to figure that out, and make it look nice.
Crazy dev stuff:
The big issue is texture sorting, which is not to have textures popping ahead of each other in some random fashion ( you'll notice this when transparent textures seem to appear ahead of each other, then pop behind, then back and forth very quickly. It's a huge technical problem, but easily understood as: the camera renders what surface it thinks it sees first). The other thing, is having it light properly. I thought http://simonschreibt.blogspot.de/2013/02/airborn-trees.html
had a very elegant solution to have to make crazy surfaces light evenly.
Just something to keep in mind
Beyond that, is artistic implementation, and how you handle these issues. I can explain more if you have questions, it's not easily understood in text. :poly127:
Ahh, gotcha I get it! Thanks so much for the link and explanation Thanks too, Selaznog :]
Replies
I'm surprised no one has mentioned how awesome this Is, made me smile, great work!
Playing around with some designs for a class-based combat idea.
Im getting focused on my characters anatomy so that I can become a better artist.
Its not final though.
A vampire bat
Do you sketch it out before you photomash? I'm seriously going to model something of yours one day. I freakin have to!
I’ve not messed around in zbrush in awhile so I thought I’d start sketching out this little creep. Going to make some pots and pans dangling off his bag, give him a little teddy bear to hold maybe a torn wife beater so you can still see his rather worryingly large nipples and maybe a lolipop to boot.
cross post http://www.polycount.com/forum/showthread.php?t=118084 of asmall project i'm working on.
somethin weird happened to the trigger but it was fine on the other side so i just mirrored the geometry there and it turned out okay.
I'm too lazy to get another shot of it though.
Jessica> hair seems better to develop around texture strips, than in polys on their own. Might want to explore how it looks to take strips of hair and how they work in context with everything else.
That is, if you execute the way you are going, always more options
I think what they're saying is if you have a texture that is a strip of hair, apply it to a plane, and add divisions and warp from there, it will be much easier (your uvs will be flat and you wont have to do any warping in photoshop).
A texture like this, and then warped in your 3d package:
[ame]http://www.youtube.com/watch?v=jlDxXIzrZ6k[/ame]
Yes, more or less. Rather, you make the model, with the hair in mind, but the hair is a separate piece of work.
There are different ways of going at it, but imagine you have your face modeled without the hair. Then, imagine you've made a layer of texture as if the head was shaved more or less (but maybe more 'full ' feeling than that). Then add sheets of planer meshes with flat strips of hair, and you build it up, layer upon layer. Each layer will needs its own lighting focus, to represent where it is in the layers of hair (duller until fully lit, inner layers vs. out layers).
This is the skill part, to figure that out, and make it look nice.
Crazy dev stuff:
The big issue is texture sorting, which is not to have textures popping ahead of each other in some random fashion ( you'll notice this when transparent textures seem to appear ahead of each other, then pop behind, then back and forth very quickly. It's a huge technical problem, but easily understood as: the camera renders what surface it thinks it sees first). The other thing, is having it light properly. I thought http://simonschreibt.blogspot.de/2013/02/airborn-trees.html
had a very elegant solution to have to make crazy surfaces light evenly.
Just something to keep in mind
Beyond that, is artistic implementation, and how you handle these issues. I can explain more if you have questions, it's not easily understood in text. :poly127:
and a sneak peak at the bioshock one Ive just started before work going for the lead dude in the realistic style on the cover
Impressive progress !! I'll happy to look forward to it's done!!
fixed up my render settings and finished adding the bedsheets
aaaagh I just want to jump into texturin' already!
Nice! I'm liking the lighting
http://3dcharlie.carbonmade.com
@2dcharlie
i'm in love, so awesome
[ame="http://www.youtube.com/watch?v=628BPBUDtJY"]CommanderHun_Presentation [/ame]
If you want to take a peek at my thread it goes here http://www.polycount.com/forum/showthread.php?t=117916
working on my horrible normal mapping skills
^ High poly and original concept.
^ Baking progress
^ Maya Render so far.
Built in maya, baked in xnormal, ndo and ddo for texturing with some additional texture work in Photoshop, Rendered in Maya.
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Hey man, I'd go back and fix the obvious mirroring you have going on. Really pay attention to where the scratches would be on it as well, looks a bit like you just went over the diffuse with a scratch brush in Photoshop
mmmmmm. fabric sims. *drool*
Ahh, gotcha I get it! Thanks so much for the link and explanation Thanks too, Selaznog :]
Latest update on my scene, more images and development can be found here:
http://www.polycount.com/forum/showthread.php?p=1772246#post1772246
Fun little painting I was working on.
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