hey guys - yeah, I'm super pumped about starting the ES set, and it shall commence very soon. Holiday break is gonna eat up a huge chunk of time but once that's through you can expect a lot of updates.
In the meantime, Oroboros and I tag teamed a quick LC weapon since she looked so fun.
this is very nice sword/ spear! (?)
reminds me there was a NPC in chinese MMOPRG game i played long time before, was wanted use similar shape try to make a LC weapon concept
I never noticed that concept was in bounce's thread and that he was collaborating with pior. Great work though on that ES set. One my most anticipated for that hero.
Looking sweet! Only thing that maybe you could consider is to making some cracks wider/deeper so they would be more visible on normal/ingame model. Cant wait to see more!!
thanks guys! and yeah Konras, I totally agree. I actually sit there and ask myself why I keep doing smaller detail when 90% of it won't be seen. It's habit more than anything - will do another pass later to accentuate the cracks I like most.
Then again, it feels like a lot of the community really enjoys over the top superfluous detail.. heheh. Great suggestion.
I'm up far too late, but I said I'd do another update. I wanted to futz around with marmoset, so you get this toolbag render instead of zb!
Really love the set Bounchfx but I have to raise a point about ES's arm polycount which hopefully you've taken into account... Everything below the shoulders is replaced with the arm slot. That means the hands, forearms biceps all need to be factored into the tri count.
Here's an example of a test I did on ES with an offset geometry.
aye we are aware. Pior actually remade the arms which are now available if anyone needs them, and cut 200 tri's from the cost. Problem is they're still expensive and us adding stuff on top makes for a very uh... interesting scenario. Stay tuned to see how we handle it! Haha
fingers crossed! I really wish there was more budget for arms and less for belt.
Volvo logic... makes no sense hahah. Really looking forward to seeing how you guys tackle the arms and the rest of the set is amazing as I've already said
Very brief update tonight, just wanted to post some progress. Low poly and unwrapping is done, minus the arm which we (pior) is going to be exploring tomorrow. Everything is moving smoothly but the arm scares me haha. Depending on how it goes we have some tricks up our sleeve. I'm internally debating perhaps just making a brand new, simpler set of arms. We'll see!
hey guys, little update from me - we have all the meshes done (pior did a great job with the arms!) and I've started texturing. Some places need obvious cleanup (the belt rope could be much nicer) and just another pass of polish, as well as mask creation. Hope to test some of these in the client tomorrow!
Xajai, you are totally right about the green spheres This is a fancy Matcap called "Green Glass" (found in the Pixologic Matcap depository, if I remember correctly) transferred down to static polypaint - with of course some extra manual work once everything is baked down to maps to make it all work from all angles, adding edge highlights in the specular, and a little bit of self-illumiation to fake caustics. Hopefully it will work well in game ...
Thanks for the support everyone - it turns out to be quite a complex set to handle but we're almost there !
Vayne, DFX, Vlad - yeah, these Matcap baking methods are basically the "proper" ways to go at it ; however I do find them to be a bit too convoluted, and they also require UVs which can be a bit of a pain, even with the automated solutions available.
Personally I go for something much more simple as it is faster and suits my needs just fine. I just apply the desired Matcap to the model, hit "grabdoc" to capture the current view to a texture, load that into spotlight, and then transfer that back to the model. It only works one viewangle at a time, and there is some painting required to make it all seamless ... but it takes only a few seconds to set up, and that's a huge plus
Personally I go for something much more simple as it is faster and suits my needs just fine. I just apply the desired Matcap to the model, hit "grabdoc" to capture the current view to a texture, load that into spotlight, and then transfer that back to the model. It only works one viewangle angle at a time, and there is some painting required to make it all seamless ... but it takes only a few seconds to set up, and that's a huge plus
You can import your baking lowpoly as lower subdiv. Spotlighting it could also work, but you can pretty much handpaint it with the same quality then.
With the spotlight method, wouldn't you get a different 'bake' every time you change the camera angle though? As in the example of the green spheres, you would have multiple green highlights one on the front, side, back because the matcap changes based on the camera every time you change it to paint a different angle, correct?
Spudnik - yeah totally, but I actually like that about it. I can carefully place the model at the angle that I want, with the Matcap highlights hitting just right, transfer that, and then manually paint from there. I personally like these results better than what I have seen being generated by other techniques, which sometimes tend to remove highlights altogether. But yeah, there's no absolute best way for that kind of stuff Whatever works !
Huge props to Bounch for the stellar modeling work and crystal clear textures !
There has been many technical challenges along the way to make it all work as a standalone set while still keeping compatibility with the default ES gear, and we are not totally done just yet, with tweaking and rigging still on their way. But it's getting there !
Replies
this is very nice sword/ spear! (?)
reminds me there was a NPC in chinese MMOPRG game i played long time before, was wanted use similar shape try to make a LC weapon concept
@agito666 - glad you like it!
another update on ES, about ready to start sculpting:
Thanks for looking!
I'll post another update before I go to bread.
Thanks for lookin'! Happy New Years!
Loving this by the way. You guys are inspirational.
Then again, it feels like a lot of the community really enjoys over the top superfluous detail.. heheh. Great suggestion.
I'm up far too late, but I said I'd do another update. I wanted to futz around with marmoset, so you get this toolbag render instead of zb!
Time to go pass out!
Here's an example of a test I did on ES with an offset geometry.
fingers crossed! I really wish there was more budget for arms and less for belt.
I appreciate you taking the time to point it out!
https://drive.google.com/file/d/0B3tXoYtBEtrTVVlEcWthSHh1TzA/edit?usp=sharing
Thanks for looking!
gonna exhaust all the other options first, but of course we also want to make sure it looks as good as can be
Those chiseled green beads are awesome
thanks for looking!
On my end I have a few more necklace variants, and the polypainting done on the headgear slot (hair, ponytail knot, extra facial features)
Also a materials showcase, for the fun of it :
[ame="http://www.youtube.com/watch?v=sk9iAkh3nSo"]Balls - YouTube[/ame]
Xajai, you are totally right about the green spheres This is a fancy Matcap called "Green Glass" (found in the Pixologic Matcap depository, if I remember correctly) transferred down to static polypaint - with of course some extra manual work once everything is baked down to maps to make it all work from all angles, adding edge highlights in the specular, and a little bit of self-illumiation to fake caustics. Hopefully it will work well in game ...
Thanks for the support everyone - it turns out to be quite a complex set to handle but we're almost there !
Or like that [ame="http://www.youtube.com/watch?v=DC2s_beTMEE"]Zbrush - Matcap Baker Plugin Demo - YouTube[/ame]
@vlad, thank u for the video.
@pior, Everything is looking great, love them materials, looking forward to an ingame shot.
Personally I go for something much more simple as it is faster and suits my needs just fine. I just apply the desired Matcap to the model, hit "grabdoc" to capture the current view to a texture, load that into spotlight, and then transfer that back to the model. It only works one viewangle at a time, and there is some painting required to make it all seamless ... but it takes only a few seconds to set up, and that's a huge plus
Huge props to Bounch for the stellar modeling work and crystal clear textures !
There has been many technical challenges along the way to make it all work as a standalone set while still keeping compatibility with the default ES gear, and we are not totally done just yet, with tweaking and rigging still on their way. But it's getting there !