Hello, all!
I'm working on the B1 battle droid from Star Wars.
I'm still finishing the blocking phase, but I thought this would be a good moment to show it on Polycount.
So here's a render of what it looks like at the moment:
This is WIP
#07 out of another 6 images from the step by step I've been updating on my
facebook page, feel free to visit
Replies
You can go and grab some stuff now.
Check the step by step on my facebook page
Yeah, these guys are just cannon-fodder, but I felt like doing one of them
I enjoyed 1-3 episodes because of the VFX (and Darth Maul ), though I really appreciate when they resort to old-school special effects and depend on the digital effects only where it's strictly required, using both techniques in harmony. For what I've been reading, it seems to me like they're doing exactly this for the new ones, so I'm hoping for triumphant reviews, but we'll see
- how many UV maps would be wise to use for the model, if it's meant to go to Unreal 4?
- what resolution for the textures?
I've been googling, but can't quite find the info I'm looking for. I was thinking of using a single map, and 2K textures, but I'm not sure if that's the best solution :c I know human characters usually get two maps, one of them being just for the head, but I don't think following the same MO for the droid makes sense..
Yes, usually it's a texture map for the face, and then one for the rest of the body - but this is only because faces have so much intricate detail in them, whereas for this I wouldn't bother as it's hard surface, essentially.
Try texturing it on a single 4k map, then half it to 2k if you want to? Though with that in mind it's not uncommon for high-end games to use 8k textures on their main characters.
Heck, get creative!
Texture maps, if you WANT to challenge yourself, feel free to keep it all on one. I'd imagine for a Trade Fed. Battle Droid, it could all stick onto a 4k map. Or an 8 k if you want to really push quality.
I think it would be much more interesting to use a lesser known palette for the battle droids. A quick search brought up the Genosis paint scheme, which looks doooope compared to the tan (and red or yellow accent).
Just adding a few more images, I think this even provides a good background, history for the droid. It could be a tiny diorama like the ones below!!
Anyways looking good.
JoshuaG, JadeEyePanda and beefaroni (followed your Dandelion Observation Deck thread towards the end, congrats on the great work!), my initial plan was to reproduce one of the security droids inside the Droid Control Ship, as seen here, with no back pack or other items, keeping it kind of simple, and I'm feeling I'd like to keep it that way, at least for now. I'm planning on modeling its blaster rifle though, of course (Although they're still useless with it xD) And yeah, I think I'll stick onto a single 4k map!
Thank you very much for your input guys, I really appreciate it. Will update with some textures soon
the Low Poly model ended up with 20.340 tris.
I used Quixel Suite for the textures (droid 4k - pedestal 2k):
- Albedo
- Gloss
- Metalness
- Normal
Quixel Suite is pretty cool, it does an incredible job, but I'm not very much convinced, at least not yet.. I couldn't find a way to randomize the results.. I may be wrong, but it seems to me that, although you can make a few tweaks, those materials are gonna start to become too repetitive...
Anyways, here's where I'm at.
Next, I'm going to model the blaster rifle, texture it and take a few more shots of the droid(s) holding it
Let me know what you think!
Also made a little adjustment to the camera + scenery composition.
What do you think?
Overall, you're definitely close to being finished with this, just a few more changes!
You absolutely can though. You can modify your masks by hand just by painting on the masks. You can even paint on the Albedo mask for whichever layer, and then click "duplicate mask to all channels" (i think that's what it's called) which will copy the mask into spec/normals/whatever.
P.S. toolbag question - is the lightsaber done using the new area lights? i was curious if they'd be good for that or not hehe
I didn't find any area lights in marmoset, the only option I see is Omni (point), Directional or Spot You can, however, change an Omni light's size in X and Y in order to obtain a lightsaber's shape, for example, (that's how I started, actually) but it will not get this brightness nor the glow (I may be wrong, as I'm far from being a marmoset pro!). So I just made a cylindric mesh and used Photoshop to add to it a radial motion blur + glow effect
Is it better, guys?... Please tell me it's better.... T__T
end of stupid Star Wars fanboy rant
Anyways, I've finished this work! Here go a few images:
You should try making a red area light in the shape of a laser blast just to see what happens hehe.
Haha yeah, that idea crossed my mind too, I will definitely "take a shot" at it ;P
very nice model :thumbup: