@Torch yeah I did I added the detail last night but its killing my computer the head alone is about 4.158 Mil. I hope to have it done by today but I do have some homework and other things to do, so we will see.
@lukazguzman for me the problem in the face is the shape of the chin, it have to be more smooth and it don't have to start coming so down under the ears, try to look at a man's chin and a woman to understand
have you tried the custom normals thing for the hair? theres some script that adjusts the normals of the strips to the shape of the head which makes the hair look much more volumous but i dont know the name im also struggling quite hard at game hair... its a pretty tough thing
After some 30 minutes or so of creepy staring at my girlfriend I came to the conclusion that yes, my model's face needed a bit more of retouching. So here it is.
I'll now proceed to pose her, finish coat and weapon, and add a base!
@skodone nop....I never hear about this, I will research.
@lukazguzman O.o creepy but worked, you have my bless to finish now, hurry up! We have a blue kitty to model!
@PyrZern Wow I like this your details look so clear, what size of texture are you using?
Hey guys any of you know how to use script plugins for rig/ skinning? I found some to try, but I don`t have a clue how to start with that XD...so any advices?
I'm using 4k texture maps right now. One for all the clothing. Another for the skin and hair and beard. (will lower the skin one to 2k map when it's done.)
@Fefs thanks darling! And I think after this pretty girl is done, I'm off to the Guns challenge! There is an even prettier babe to work with over there
@pyrsern Damn good work baking the normal and occlusions, All details are there, pretty nice! Did you use a cage for baking and xnormal? or just default options? Also, did you explode the parts before baking each?
Thanks man ! I did indeed use cages for some pieces. Like, faces, hands, and stuff that are too close to anything else. I bake pieces by pieces so it doesn't really matter if I explode em or not...
@PyrZern good work! So the secret is bigger texture maps...one thing that I heard is that using cages are no good if the character will be passed to the next guy in production, but that is only right if you do a lot of modifications in cage right?
@lukazguzman Very well then, work hard in your next project!
@Fefs Well, bigger texture map means you can put more details on it. That translates to ability to view the model close up without texture turning all pixelated crap. In production, you can just pass the cage along with the rest of the files to the team. So, save the cage as a separated obj file.
@skodone I think so. Do you think that's a good idea ?
yes i think its cool but you have to check to bring contrast to certain parts
but with a subtle coloring and certain stronger coloured parts you can actually guide the eye
to where you like them on the character so i think if you bring the main focus on the head (now its on the reds of the hips) it can work absolutely nice
Finally got the the poly count down 30701 current count no beard no hands. There are still a few things I think I can optimize a bit more. want to see if I can get a few more polys on the face.
I finally finished unwrapping uv's for this thing, it took way longer than I expected. Hopefully I won't need to do much fur in for my models, this one was a nightmare to unwrap. Next up texturing and baking and I will call this one finished. It probably won't take me much.
@PyrZern
No bad, better than I thought it would be, to me if a model doesn't look quite right without texture or a bake, there may be problems. It also looks way simpler now for some reason.
Yeah, I simplified the concept, that's why :P
I removed all braids, and that shoulder frame thingy and all its furs/feathers. Otherwise it's too chaotic to my liking.
wow very nicely done!! love it
just maybe with some less gloss (especially the hair is very shiny :P)
the details would come out much more grat i think
@pyrzern is that ddo you are using on the last render? i can tell for the yellow metal and its scratches, that softwares does wonders
@devingeesr I think your polycount is high cause those ornaments have lots of polys! Specially the ornament in the bottom-middle... you can achive that roundness (that I think you are trying to make with polys) by baking the normals later...
Damn... I should have waited until today to get all your opinions! thanks @skodone and @pyrsern, but I already posted it everywhere!
And sketchfab!
[SKETCHFAB]da9f60fa987f4c58af0f00be23c04533[/SKETCHFAB]
But it feels so good to let her go free after sooo much work!
And do I have to contact the author myself to know everything is fine with posting my model everywhere? Or how does it work?
Thanks for all the input people!
@ pyrzern spec is for the gloss and gloss is for the reflectivity right?
i did not dig myself enough into those kinds of maps yet so i mix it all up
and if something its shiny i tend to think of glossiness
@lukazguzman
i think with just some variations in the spec values your model would benefit
very very much. now so many things look very plastic and shiny. if you put
it into your folio i still would give it a try and work a bit on the spec map.
As far as I know, and in a very non-technical way of speaking, Spec is for the intensity of the highlight shine, and gloss is for making that shine more or less sharp (the whiter the gloss map, the sharpest the highlight).
I think you are right... it's kind of shiny all over... I'll give it a quick try during the week and see how far can I go with playing around.
@lukazguzman Technically you don't have to contact the author again since I already told him a few of us would be doing this. When you post it online, just credit him as concept artist Info is on the 1st page of this thread.
And yeah, your model seems to have pretty big highlights, but not sharp. So I think Spec is too high value, not Gloss.
Ps. I'm trying to pose the wizard. Will post images when it's all done.
@lukazguzman your right I have been plowing through it and have not done a silhouette check. I also had a lot of polys under other object what where never going to be seen. Plus the size of the high poly mesh was killing my laptop.
@devingeesr Details on his face is so awesome. I was wondering if that's baked texture or the sculpt itself :P
I do keep some polys that most likely not gonna be seen ever. Like, he does have pants under all that skirt and cloths. Or the back of his shirt against the hood. and stuff.
@devingeesr Thanks! Your are awesome! You are having fun with the materials XD
I was looking mine and found a mistake....I will re-uploud him again X.x""", now I will be like crazy for finish the October challenge and jump in the riot
Finally finished this one. I am happy how this one turned out, but it lacks detail in places and there was problematic baking process. If I had more powerful machine to do this kind of thing with more detail than it would be truly awesome. It has many textures, and many materials in almost killed my PC, so I didn't render it with xoliul shader, maybe some other time. This is 3ds Max render with 3 light setup. Model itself is just above 16k polys (like 500 polys or so ).
@devingeesr
now thats something, i wonder how your thing will turn out.
Here is an update going to call it done for now. I'll make changes to the hair and add a skin gloss map, eye lashes, legs and arms later I have to move on for now. Let me know if you see any thing else.
As far as I know, and in a very non-technical way of speaking, Spec is for the intensity of the highlight shine, and gloss is for making that shine more or less sharp (the whiter the gloss map, the sharpest the highlight).
I think you are right... it's kind of shiny all over... I'll give it a quick try during the week and see how far can I go with playing around.
nice work!
you should play with different roughness or gloss levels and your next project should be a bust, a portrait of someone whose face has a lot of character, someone really intersting!
Replies
would love to see a nice shot of him! well done!
@skodone Thanks! And sure!(Hope it is big enough)
Every time I look at the hair I like less o.o", I have to try different things for my character hairs from now on
have you tried the custom normals thing for the hair? theres some script that adjusts the normals of the strips to the shape of the head which makes the hair look much more volumous but i dont know the name im also struggling quite hard at game hair... its a pretty tough thing
I'll now proceed to pose her, finish coat and weapon, and add a base!
she looks really good!!
Normal + AO
This thread is just us trying to finish up on September's :P
@lukazguzman O.o creepy but worked, you have my bless to finish now, hurry up! We have a blue kitty to model!
@PyrZern Wow I like this your details look so clear, what size of texture are you using?
Hey guys any of you know how to use script plugins for rig/ skinning? I found some to try, but I don`t have a clue how to start with that XD...so any advices?
@Fefs thanks darling! And I think after this pretty girl is done, I'm off to the Guns challenge! There is an even prettier babe to work with over there
@pyrsern Damn good work baking the normal and occlusions, All details are there, pretty nice! Did you use a cage for baking and xnormal? or just default options? Also, did you explode the parts before baking each?
@lukazguzman Very well then, work hard in your next project!
will you keep it in those pastell tones?
@skodone I think so. Do you think that's a good idea ?
but with a subtle coloring and certain stronger coloured parts you can actually guide the eye
to where you like them on the character so i think if you bring the main focus on the head (now its on the reds of the hips) it can work absolutely nice
http://www.scriptspot.com/3ds-max/scripts/normal-thief
@PyrZern
No bad, better than I thought it would be, to me if a model doesn't look quite right without texture or a bake, there may be problems. It also looks way simpler now for some reason.
I removed all braids, and that shoulder frame thingy and all its furs/feathers. Otherwise it's too chaotic to my liking.
I call this one done... Gotta move on into other stuff! but I'm working now on uploading it to sketchfab!
just maybe with some less gloss (especially the hair is very shiny :P)
the details would come out much more grat i think
@devingeesr I think your polycount is high cause those ornaments have lots of polys! Specially the ornament in the bottom-middle... you can achive that roundness (that I think you are trying to make with polys) by baking the normals later...
Damn... I should have waited until today to get all your opinions! thanks @skodone and @pyrsern, but I already posted it everywhere!
On vimeo!
And sketchfab!
[SKETCHFAB]da9f60fa987f4c58af0f00be23c04533[/SKETCHFAB]
But it feels so good to let her go free after sooo much work!
And do I have to contact the author myself to know everything is fine with posting my model everywhere? Or how does it work?
Thanks for all the input people!
i did not dig myself enough into those kinds of maps yet so i mix it all up
and if something its shiny i tend to think of glossiness
@lukazguzman
i think with just some variations in the spec values your model would benefit
very very much. now so many things look very plastic and shiny. if you put
it into your folio i still would give it a try and work a bit on the spec map.
I think you are right... it's kind of shiny all over... I'll give it a quick try during the week and see how far can I go with playing around.
And yeah, your model seems to have pretty big highlights, but not sharp. So I think Spec is too high value, not Gloss.
Ps. I'm trying to pose the wizard. Will post images when it's all done.
@devingeesr Very good details
I will try to pose mine today and test the skechfab too
I do keep some polys that most likely not gonna be seen ever. Like, he does have pants under all that skirt and cloths. Or the back of his shirt against the hood. and stuff.
@PyrZern that is a bake it's a 4kx8k so I will have to shrink it down for the final texture.
Finally I finished to pose this model....and first time using sketchfab (love to configure the texture there)
For now I think is finished....when I have more time I will try to test him in udk
@Fefs nice work man I love the pose
Here is an update on the clothing still missing some details.
Wish I didn't have to drop out, hope I'll be open soon.
I was looking mine and found a mistake....I will re-uploud him again X.x""", now I will be like crazy for finish the October challenge and jump in the riot
@devingeesr
now thats something, i wonder how your thing will turn out.
nice work!
you should play with different roughness or gloss levels and your next project should be a bust, a portrait of someone whose face has a lot of character, someone really intersting!