Umm... How do you add in nice details like armor cracks and chips without blowing up your ZBrush ? If I am to add cracks to his armor, it would be like a 6-7 mill points subtool.
PyrZern as it was said, you can paint them in Photoshop and then convert them to normal information (crazybump, ndo...but they are paid software.)
You can even do so with xNormal's plugin Height2Normal you just gotta take the cracks and covers them to some sort of height map and then convert it. It takes a few tries at first but when you are used to the way the software works.
Nearing completion here hopefully, that beard has been one giant pain in the ass :P
@Torch: Agreed with PyrZern, those sleeves need a more accordion look. Also the retopology needs to match the flow of the folds and wrinkles, otherwise it ends up getting all weird and squiggly in the normal map.
@Anthony44: Those hips are way too slim compared to the shoulders!
@CapableWizard: Your sculpt is coming along very nicely, but id raise those arms otherwise its going to be a nightmare to pose.
Pav3d, that is rad dude! great job and just in time
The only crit is the wrist holding the axe, it looks a little too rotated to be at that natural pose. A suggestion would be to keep the axe at the same angle, just rotate the wrist up about 25% and adjust the fingers but this also may be too nit picky.
Great job to everyone in the thread, was great watching all the progress!
Ok so skin breakdown. I am just going to overview this stuff. If anyone has any questions I will be happy to go more in depth. So first off important things to note with skin in Marmoset.
1. Energy conservation - Will compensate for the color you put in the subdermis/ scattered areas by putting a color close to it's opposite in the lit area. So current the only way yo combat this is to keep the saturation of you subdermis on the low side also try to match it as much as possible to your skin tone.
2. Normal smoothing - Works great, unless you have large details. I had to bump up the intensity of my normal map and then keep the normal smoothing at a mid range so I didn't loose all of my wrinkle and scars.
Albedo :
With skin it is important to have a wide range of colors in your albedo. I used this as reference http://gurneyjourney.blogspot.com/2008/05/color-zones-of-face.html for the overall areas of color in the face. I also added a yellow and red noise over the albedo to keep a nice variation. I did use AO in my albedo, but only as a mask to make the cavity/ occluded areas more red. The should be NO lighting in you albedo for PBR.
Gloss and Reflectance:
I did something subtle and different. I found this research on the reflectivity of the skin. I used it as a reference to make a small variation on the reflectance of the skin. The nose, forehead, and lips being more reflective and the cheeks, jaw, and mouth area being less reflective. This makes sense because different areas of the face have different amounts of oil on them. I broke down the areas of the face in the same way to create the gloss map. One other subtle thing I did was adding little bright specs and noise into both gloss and the relflectance.
Normals - The only thing to note here is to sculpt in your pores. You want to have them sculpted and very exaggerated. If you don't exaggerate them they will most likely not show up in your bake. For ref on skin / pore sculpting go here
Subdermis - I just made a soft noise map of yellow and red. Nothing really fancy here. I did add a bit of the skin coloration I mentioned above in to here. I did this to help a bit in combating the energy conservation/ greenish skin.
If you want to know more about something just ask. Here is a screen of my maps and my skin setting in Marmoset. ( Disclaimer I am no expert on this. Some of the stuff I am doing might be dead wrong).
My " Great Workflow" ended in failure ( as some had predicted way befoore ) and I tried to finish as much as I could. You will find the screenshots down below.
I am very sad to say that I won't be able to join next month's challange. Because:
1-) There are great holes in my workflow which I need to adress by taking advice from some people.
2-) My thesis caught up me with. My advisor wants to see results and my co-advisor avoids me
3-) I am learning C++ and lua by myself ( I am using Cryengine) . There is that RTS game I really want to make and I am not getting any younger. No programmer around here ( although it is a technopolis) posseses the skillset or will or interest to make a RTS game ( everybody knows C# and Javascript but no C++, life is a mystery )
4-) I have been working on building my own business ( game tech company) and there is a possiblity that it may become true this month. I need to reserve some time beforehand in the case it turns true.
4-) 2 months of modelling and learning programming everyday without weekends off started to take it's toll. I need to rest and play some games.
I will take a break and finish the models I started and then render them in Cryengine for presentation. I feel really bad when I can not finis things and then start something new.
Everyone keep working ! I believe you will achieve greatness in your art !
Go on Pav! Turned out great I did have one question, how do you accentuate the raised areas on the folds and other places, convexity/curvature map or something similar?
Thanks guys @Torch: I have a cav map, but mainly its from just going in and drawing in the highlights and shadows with just a basic brush. @PyrZern: reference and fake lighting!
edit: also thats why its important to have topology match your folds!
Great work guys, especially to those that finished!
I'm gonna pause my progress here in order to get on with the next challenge, I'm definitely gonna come back to it and finish but for now I'd like to have a shot at this months challenge. I didn't get as far as I'd have liked but I came into the challenge over 2 weeks late, plus I had a bunch of personal stuff going on. I've also got some time off work this month so I should be able to get really stuck in
Also thanks for the breakdown stevston89! Some cool information there and a good tutorial for skin
Replies
I'm probably not going to finish by the end of the month, not anything game res anyway.
PyrZern as it was said, you can paint them in Photoshop and then convert them to normal information (crazybump, ndo...but they are paid software.)
You can even do so with xNormal's plugin Height2Normal you just gotta take the cracks and covers them to some sort of height map and then convert it. It takes a few tries at first but when you are used to the way the software works.
@Torch: Agreed with PyrZern, those sleeves need a more accordion look. Also the retopology needs to match the flow of the folds and wrinkles, otherwise it ends up getting all weird and squiggly in the normal map.
@Anthony44: Those hips are way too slim compared to the shoulders!
@CapableWizard: Your sculpt is coming along very nicely, but id raise those arms otherwise its going to be a nightmare to pose.
The only crit is the wrist holding the axe, it looks a little too rotated to be at that natural pose. A suggestion would be to keep the axe at the same angle, just rotate the wrist up about 25% and adjust the fingers but this also may be too nit picky.
Great job to everyone in the thread, was great watching all the progress!
Weapons: DONE.
Going for the pose.
Pav3d : Dude looks dope! Congratz!
Just trying to get the textures sorted out now, hope I can finish him in the next day or 2. Thanks for the crits on the shirt everyone
1. Energy conservation - Will compensate for the color you put in the subdermis/ scattered areas by putting a color close to it's opposite in the lit area. So current the only way yo combat this is to keep the saturation of you subdermis on the low side also try to match it as much as possible to your skin tone.
2. Normal smoothing - Works great, unless you have large details. I had to bump up the intensity of my normal map and then keep the normal smoothing at a mid range so I didn't loose all of my wrinkle and scars.
Albedo :
With skin it is important to have a wide range of colors in your albedo. I used this as reference http://gurneyjourney.blogspot.com/2008/05/color-zones-of-face.html for the overall areas of color in the face. I also added a yellow and red noise over the albedo to keep a nice variation. I did use AO in my albedo, but only as a mask to make the cavity/ occluded areas more red. The should be NO lighting in you albedo for PBR.
Gloss and Reflectance:
I did something subtle and different. I found this research on the reflectivity of the skin. I used it as a reference to make a small variation on the reflectance of the skin. The nose, forehead, and lips being more reflective and the cheeks, jaw, and mouth area being less reflective. This makes sense because different areas of the face have different amounts of oil on them. I broke down the areas of the face in the same way to create the gloss map. One other subtle thing I did was adding little bright specs and noise into both gloss and the relflectance.
Normals - The only thing to note here is to sculpt in your pores. You want to have them sculpted and very exaggerated. If you don't exaggerate them they will most likely not show up in your bake. For ref on skin / pore sculpting go here
Subdermis - I just made a soft noise map of yellow and red. Nothing really fancy here. I did add a bit of the skin coloration I mentioned above in to here. I did this to help a bit in combating the energy conservation/ greenish skin.
If you want to know more about something just ask. Here is a screen of my maps and my skin setting in Marmoset. ( Disclaimer I am no expert on this. Some of the stuff I am doing might be dead wrong).
My " Great Workflow" ended in failure ( as some had predicted way befoore ) and I tried to finish as much as I could. You will find the screenshots down below.
I am very sad to say that I won't be able to join next month's challange. Because:
1-) There are great holes in my workflow which I need to adress by taking advice from some people.
2-) My thesis caught up me with. My advisor wants to see results and my co-advisor avoids me
3-) I am learning C++ and lua by myself ( I am using Cryengine) . There is that RTS game I really want to make and I am not getting any younger. No programmer around here ( although it is a technopolis) posseses the skillset or will or interest to make a RTS game ( everybody knows C# and Javascript but no C++, life is a mystery )
4-) I have been working on building my own business ( game tech company) and there is a possiblity that it may become true this month. I need to reserve some time beforehand in the case it turns true.
4-) 2 months of modelling and learning programming everyday without weekends off started to take it's toll. I need to rest and play some games.
I will take a break and finish the models I started and then render them in Cryengine for presentation. I feel really bad when I can not finis things and then start something new.
Everyone keep working ! I believe you will achieve greatness in your art !
Regards and best of luck.
http://www.polycount.com/forum/showthread.php?p=2018003
Final version:
Onto the next month's
@Torch: I have a cav map, but mainly its from just going in and drawing in the highlights and shadows with just a basic brush.
@PyrZern: reference and fake lighting!
edit: also thats why its important to have topology match your folds!
Just about finished with the zbrush sculpt, will move onto the low poly soon. Aiming for a high res presentation piece.
I'm gonna pause my progress here in order to get on with the next challenge, I'm definitely gonna come back to it and finish but for now I'd like to have a shot at this months challenge. I didn't get as far as I'd have liked but I came into the challenge over 2 weeks late, plus I had a bunch of personal stuff going on. I've also got some time off work this month so I should be able to get really stuck in
Also thanks for the breakdown stevston89! Some cool information there and a good tutorial for skin