Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look as smooth or spherical as possible. Hope that helps.
Ah well meshsmooth reminds me of a simple turbo smooth if that makes sense. In 3ds Max you actually set smoothing groups to define the way that parts of geo are defined. So, a box would have at minimum 3 smoothing groups to define the different surfaces. IF it was all 1 smoothing group the program would try to make it look as smooth or spherical as possible. Hope that helps.
I see, thanks, the explanation helps. Do they serve any other purpose or is it just for geometry definition?
Alright, just hit 16k polys now. Improved her hair and started baking.
Ran into some problem with seams and diffuse and so many, all are resulted from sRGB <_<" Got loads of help from Jake, Paul, and Alicia. Thanks guys(and gal).
Its been two weeks and I'm finally back to working on this. I originally planned to get back to this by the 19th when the Wildstar beta was over but I ended up getting side tracked with Tera as well. Today I picked up where I left up and did some work on the high poly for the shirt and overcoat.
I don't know if its just me, but when I revisit my work after a substantial break, all I can see is the mistakes--it makes it so hard to finish projects :poly127:.
................... Crap.
I just took a look at how you did your coat collar, how I did mine, and how the concept art is, and now I got an idea on how to actually do it <_<" #FML
I like what you have there though. And it's the same for me as well. If I take a few days pause and then back to work on a proj again, I usually lose motivation too. All I see is mistakes I've made <_<"
Haven't updated in 2 weeks yikes! Better kick it into gear. I love all the great stuff that's coming out of this month's challenge, hopefully I can make it to the finish line
Hey guys, this is my first post on polycount, thought I would give the challenge a try. I have only just started so its still in early stages, any crits and comments would be well appreciated.
Loving everyone else's different takes on this, hope to see some more good ones soon.
Hey Sam, thanks for joining the monthly challenge. So far your low poly is looking pretty solid. I would rework that arm anatomy though. The shoulder feels like its floating out there without any clavicle/shoulder blade support, as well as making those muscles stretch to reach each other. Also the Biceps are not inserting correctly into the Deltoids. Not sure what his back looks like but I am sure you will run into problems with how the Teres and Latissimus are connecting as well. I would give you the same advice with how the arm's anatomy is.
Cheers and hope to see more progress! Diskobiskit: Looking cool so far, he has more of a stream lined tree frog look which I like. The biceps roll under a bit and actually insert in the arm pit under the deltoid. Same with the triceps, they have insertion under the deltoid as well.
Thanks a lot Dimfist, really appreciate it, I will try and work on the muscle groups a bit more in zbrush and try and make them more natural.:) I will try and post some updates later.
Managed to get some color on this dude. I know I am missing a few things but just haven't had the time, plus learning Zbrush is not easy
I didn't do the muscles because I just kind of thought that frogs were, ummm.. fat? So kind of put my own spin on him. Pieru your guy is Awesome!!
Hope I will be able to sculpt like that one day. And diskobiskit, I love your style!
Nice going there blackkeys25. I presume the red-ish color is due to material. Get those cloth wrinkles in !
I'm so almost done with uv mapping. But the ONLY piece with mirrored UV, the hat, is producing seam! Gahhh~!! And I already put that mirrored UV on -1 map, and baked the whole thing intact not just half. I also tried hardened normal along the mirrored seam, but it doesn't wanna go away T_T
@Rafferty_Eggleston: Thank you guy ! @Kapoff:: Great colors, although I think the frog is a bit too much green everywhere, may you try to make more fades to another color? btw, thank you for your feedback, indeed I have forgotten to make an attachment for the Knee's plate
new update for my froggyfrenchfrog (I have tried another material :O)
@SaboR1996: Holy Damn ! This is the GreenClay ! (you have this mat since...I don't remember )
@PyrZern: check if your normals are not splitted on the middle vertices.
to avoid this kind of frustrating troubles, don't create a symmetrical UV in the front of your object ! (are you using Xnormal?)
I've just finished to make the base polypaint for my frogggg, I will add more details directly in photoshop on the baked texture.
I would put the seam at the back, not the front where it will be seen the most and have either cylinder wrap with the top as a separate piece or all as one.
I have not mirrored like that with normals but I have seen an example where you would overlap the seam, so when baking, leave an extra row or 2 of polys from your high poly and back that on your half mesh. Hope that makes sense?
I would put the seam at the back, not the front where it will be seen the most and have either cylinder wrap with the top as a separate piece or all as one.
I have not mirrored like that with normals but I have seen an example where you would overlap the seam, so when baking, leave an extra row or 2 of polys from your high poly and back that on your half mesh. Hope that makes sense?
Sorry, but nope " Could be that my brain is just tired... Been hours I try to fix the seam.
@kmactastic:Thanks, I will do an alpha for the grass @PyrZern:arigato , TPOSEMESH plugin allows you to create a layer for each subtool of your tool, it's safe however, as I am parano
@Dimfist: it looks pretty good, looks more human in proportions though, looking at the head, I dont know if that was your intend. Other thing is the cloth, imo it looks like its made of thin fabric, while in the concept looks thicker(?). @diskobiskit: I like your stylized approach, im waiting to see the color version. @blackkeys25: The polypainting looks pretty good, it could look better with some more color variation i think. @Pieru: woah, that's another level. I like your reinterpretation of the concept
So here is what I have, I don't know if I'll be able to finish it, just started yesterday, but at least I'll try to finish a polypainted version. I tried my best to stick to the concept, but I guess it was not enough. Needs more detail, like in the cloth and skin, also it's missing some accessories
Might help. I remember when I started with normal maps I deleted half of my model and got seams like your model at its center. Doing what I wrote in that reply fixed it for me in the past.
Anyway, umm, I mirrored UV onto -1 and baked it whole. The whole meshed is smoothened edge. The baking mesh is triangulated, and I also used custom cage made in ZB.
If I have seam issue again, I will try your method
@SaboR1996: ahaha, could be funny, however, I don't know how it works. If you have some tricks to prepare the object for casting, I could try ! @javier_m: thanks guy !
Ok, that's weird. I posed her in ZBrush with Zsphere Rig, she lost all her UV mapping... Somehow... And it crashed many times too... Also, I forgot to make her walking cane !!!
I still have the original OBJ, so I didn't lose anything...
What am I doing wrong O o' It happened to me again.
Some of those faces did this, and I lost UV. And the mesh is upside down!
I'm thinking there are unmapped faces and they cause this. Anyone knows ?
Also, anyone knows a good way to locate faces that are not UV mapped in Maya ??
Ive had that problem before when posing in zbrush, its a pain in the ass, only thing to do is not use a zsphere rig to pose her. Just use transpose master and the UVS will save.
I still have the original OBJ, so I didn't lose anything...
What am I doing wrong O o' It happened to me again.
Some of those faces did this, and I lost UV. And the mesh is upside down!
I'm thinking there are unmapped faces and they cause this. Anyone knows ?
Also, anyone knows a good way to locate faces that are not UV mapped in Maya ??
That exact thing happened to me when using the transpose tool. Ended doing pretty much what Pav mentioned to get a half decent pose.
I pretty much don't pose anything in ZB apart from some slight bends or adjustments, not worth the hassle.
Nope. How do I fix it? I don't even know what caused it. I can only work around it now.
I guess I will try Maya rigging, or simply basic Transpose in ZB... but Transpose seems like a very inefficient way to do it, with many small meshes unconnected to another. Makes masking them very hard.
---
Added:
To do list
Tilt her hat.
Adjust her thighs
Finish Gloss and Spec maps
Change color of her Pendant and Arm-Loops.
Change shape of her Arm-Loops to hang over the Armbands.
Fix buckle of her left shoe.
Her walking cane..... If I have enough UV space.
What else can I do to improve ?
Oh, and draw her eyebrows.
So much great work here! I didn't have a lot of time lately, so I have to call mine done for now without some finishing touches and posing... But I still learned a lot.
@pyrzern: Love the finish on it! That coat is excellent. @Manticora: Nice job with wrapping it up! All hand painted? @SaboR1996: love the skin details. @javier_m: Really strong sculpt, I would finish this no matter what.
My piece once again has been retired to the folder of unfinished work. I'm getting sick and tired of placing every months piece in that folder though.
I enjoyed looking through this thread and was inspired to join. I started a bit late but learned a lot from the process.
^^ Zbrush pbr render.
^^ Asset in Unity, 9.6k tris, 1k maps
There is a number of issues with this character, but I have a better understanding of the workflow now. I'll apply what I've learned into next months challenge.
Started this guy few hours before the end of the month as a speed modelling challenge. I was curious if I could work this little guy out in time before midnight. And as expected the answer is NO.
But I'm happy with the overall progress, going to finish him tomorrow probably. Already a few hours spent on him. Few more to go.
Need some bridging between the different section and the final spike and collar stuff addition before I call the mod done. Then baking of a wimple AO and a shadow map to start painting the textures in Photoshop. Maybe I will cheat and use 3D coat or the 3D painting function in Photoshop. We'll see.
PS: Super happy about the next month concepts btw!
Didn't finish in time. This is what I got so far. Just a rough polypaint and there are still a few things I skipped over. Gonna continue to work on it a bit until its finished though.
Props to those who finished and to the ones who went for more than one concept.
Can't wait to join in on the next newb challenge.
@kmactastic: Well, to be honest, I didn't really paid much attention to it before you brought it on the table but I kinda didn't care since I got it in the polybudget. But yah, it would use some optimisation in the ideal world.
Anyway, worked on the UV's and the textures today. Derped with max's render to texture padding. Couldn't figure out why it's not saving the padding with the image, but turned out that it actually saves it to the output image but not on the displayed one in max, so for any of you who ever wondered, just set you saving path straight to the right folder, and don't rely on the displayed image as I did.
Then started playing with Photoshop 3D capabilities and painted a part of the model before Photoshop decided that tonight, it's not good to be productive and started doing some weird stuff. So when finally he whiped out my pref file without any warning, i ragequitted and this is what I got atm.
obviously not as far as I wanted to take it today but I got some crappy buiseness on the way as you can see.
To be continued.
So I realize this is months later...but I wanted to post my "finished" piece to get some closure haha. If I had to do it again I would do a hi-res model, and not just jump to painting it. Still very open to critique. thanks (:
Replies
I see, thanks, the explanation helps. Do they serve any other purpose or is it just for geometry definition?
Ran into some problem with seams and diffuse and so many, all are resulted from sRGB <_<" Got loads of help from Jake, Paul, and Alicia. Thanks guys(and gal).
Not happy with her knee, again. Lawl <_<"
I don't know if its just me, but when I revisit my work after a substantial break, all I can see is the mistakes--it makes it so hard to finish projects :poly127:.
I just took a look at how you did your coat collar, how I did mine, and how the concept art is, and now I got an idea on how to actually do it <_<" #FML
I like what you have there though. And it's the same for me as well. If I take a few days pause and then back to work on a proj again, I usually lose motivation too. All I see is mistakes I've made <_<"
CGartland Good start so far. The webbing on his feet still need a little bit of work. Keep it going!
Loving everyone else's different takes on this, hope to see some more good ones soon.
Cheers and hope to see more progress!
Diskobiskit: Looking cool so far, he has more of a stream lined tree frog look which I like. The biceps roll under a bit and actually insert in the arm pit under the deltoid. Same with the triceps, they have insertion under the deltoid as well.
I didn't do the muscles because I just kind of thought that frogs were, ummm.. fat? So kind of put my own spin on him. Pieru your guy is Awesome!!
Hope I will be able to sculpt like that one day. And diskobiskit, I love your style!
[IMG][/img]
I'm so almost done with uv mapping. But the ONLY piece with mirrored UV, the hat, is producing seam! Gahhh~!! And I already put that mirrored UV on -1 map, and baked the whole thing intact not just half. I also tried hardened normal along the mirrored seam, but it doesn't wanna go away T_T
Holy damn, also. what matcap is that?
@PyrZern: check if your normals are not splitted on the middle vertices.
to avoid this kind of frustrating troubles, don't create a symmetrical UV in the front of your object ! (are you using Xnormal?)
I've just finished to make the base polypaint for my frogggg, I will add more details directly in photoshop on the baked texture.
I would put the seam at the back, not the front where it will be seen the most and have either cylinder wrap with the top as a separate piece or all as one.
I have not mirrored like that with normals but I have seen an example where you would overlap the seam, so when baking, leave an extra row or 2 of polys from your high poly and back that on your half mesh. Hope that makes sense?
Sorry, but nope " Could be that my brain is just tired... Been hours I try to fix the seam.
absorbentghost Hey, I recommend you join us for June. Since this one has only like 1 week left. We just started voting concept for June now.
http://www.polycount.com/forum/showthread.php?t=135162
BTW, I mostly got rid of the bad uv seam now. Not entirely, but I'm pressed for time :P
@diskobiskit: I like your stylized approach, im waiting to see the color version.
@blackkeys25: The polypainting looks pretty good, it could look better with some more color variation i think.
@Pieru: woah, that's another level. I like your reinterpretation of the concept
So here is what I have, I don't know if I'll be able to finish it, just started yesterday, but at least I'll try to finish a polypainted version. I tried my best to stick to the concept, but I guess it was not enough. Needs more detail, like in the cloth and skin, also it's missing some accessories
Anyway, some time ago I replied to a thread you made. not sure if you had seen it.
http://www.polycount.com/forum/showthread.php?t=131555
Might help. I remember when I started with normal maps I deleted half of my model and got seams like your model at its center. Doing what I wrote in that reply fixed it for me in the past.
Anyway, umm, I mirrored UV onto -1 and baked it whole. The whole meshed is smoothened edge. The baking mesh is triangulated, and I also used custom cage made in ZB.
If I have seam issue again, I will try your method
@javier_m: thanks guy !
I will finish up the Gloss/Spec maps tomorrow and pose her up.
What am I doing wrong O o' It happened to me again.
Some of those faces did this, and I lost UV. And the mesh is upside down!
I'm thinking there are unmapped faces and they cause this. Anyone knows ?
Also, anyone knows a good way to locate faces that are not UV mapped in Maya ??
That exact thing happened to me when using the transpose tool. Ended doing pretty much what Pav mentioned to get a half decent pose.
I pretty much don't pose anything in ZB apart from some slight bends or adjustments, not worth the hassle.
I would copy/paste UV, but I lost those stretched-out faces.
They seem to mostly be small Tri faces that get destroyed in the process.
I guess I will try Maya rigging, or simply basic Transpose in ZB... but Transpose seems like a very inefficient way to do it, with many small meshes unconnected to another. Makes masking them very hard.
---
Added:
[1999 Tris, 512x512 Diffuse, Alpha & Specular]
@pyrzern: Love the finish on it! That coat is excellent.
@Manticora: Nice job with wrapping it up! All hand painted?
@SaboR1996: love the skin details.
@javier_m: Really strong sculpt, I would finish this no matter what.
My piece once again has been retired to the folder of unfinished work. I'm getting sick and tired of placing every months piece in that folder though.
^^ Zbrush pbr render.
^^ Asset in Unity, 9.6k tris, 1k maps
There is a number of issues with this character, but I have a better understanding of the workflow now. I'll apply what I've learned into next months challenge.
Started this guy few hours before the end of the month as a speed modelling challenge. I was curious if I could work this little guy out in time before midnight. And as expected the answer is NO.
But I'm happy with the overall progress, going to finish him tomorrow probably. Already a few hours spent on him. Few more to go.
Need some bridging between the different section and the final spike and collar stuff addition before I call the mod done. Then baking of a wimple AO and a shadow map to start painting the textures in Photoshop. Maybe I will cheat and use 3D coat or the 3D painting function in Photoshop. We'll see.
PS: Super happy about the next month concepts btw!
Props to those who finished and to the ones who went for more than one concept.
Can't wait to join in on the next newb challenge.
Approaching 2k tris there.
next: unwrapping.
I didn't finish but at least I am now at my favorite part^^
Anyway, worked on the UV's and the textures today. Derped with max's render to texture padding. Couldn't figure out why it's not saving the padding with the image, but turned out that it actually saves it to the output image but not on the displayed one in max, so for any of you who ever wondered, just set you saving path straight to the right folder, and don't rely on the displayed image as I did.
Then started playing with Photoshop 3D capabilities and painted a part of the model before Photoshop decided that tonight, it's not good to be productive and started doing some weird stuff. So when finally he whiped out my pref file without any warning, i ragequitted and this is what I got atm.
obviously not as far as I wanted to take it today but I got some crappy buiseness on the way as you can see.
To be continued.