Yes! Finally joined polycount. Ok, so here goes. I'm workin' on this dude for my game modeling class. I want some fresh eyes take a gander at this fella and maybe offer some worthy opinion. I've got a 10,000 poly budget (seems like a lot to me) and I'm not exactly sure where to go with him from here modeling wise. So, take a look please and give me some feedback.
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OH yes, that looks damned nice. Man how the hell does d3 do stuff like that so flawlessly without any sort of smoothing errors?!?!
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Thanks
Doom3 uses hybrid maps, which only smoothes faces connected in UV map, and the edges of the UV Island stay unsmooted.
Basically it means you seperate UV Islands like smoothing groups - the resulted UV map may have a few more islands as a result, but is worth it as it's the best alternative.
looks scary and gritty ghost_rider, i like it! nice touch with the slit throat. that's what the undead should look like. it has a beetlejuice flavor to it and imo that can never be a bad thing.
welcome to polycount, SkyHigh. your model is looking good. a 10,000 poly budget isn't too far off where things are going these days.
do you buy like boxes of frozen monkey brains, thaw em out and then chill em. cause wikipedia says monkeys obnt live here. i wonder if Mc donalds will make a indian branch called Mc Tahoe's that serves chilled monkey brains and other foul creations from our old casino owning friends.
And my base mesh, every piece is a different object, il start adding detail to every part and shaping out the massive ship. The little dot with the circle around it should be the size of a human. I think the human should be even smaller, to make it look like a really massive ship.
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do you buy like boxes of frozen monkey brains, thaw em out and then chill em. cause wikipedia says monkeys obnt live here. i wonder if Mc donalds will make a indian branch called Mc Tahoe's that serves chilled monkey brains and other foul creations from our old casino owning friends.
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you thinking of the wrong Indian. One is from India (the chilled monkey brains and Snake Surprise[reference to Indiana Jones and the Temple of Doom] is from the country of India.
the Indian you are refering to is a horrible misnomer for the Native American tribes(who should really be refered to by their indvidual tribe names since each tribe had very different cultures and beliefs), and can be considered an insult to said peoples.
if your going to throw out racial stereotype (even in jest) make sure you get your races right. it's not funny if both parties are confused.
lol
i wasnt sure which way to go on it. as ghost rider is in california i could guess he has a native american heritage, but then again america's inhabitants vary like pig slop, you get a little of everything... but do some people really eat monkey brains? cause that's gotta be a little wierd, atleast for me.
Finished up Lauren VIII...she's about 1700 tris, which is about 800 less then I was aiming for(well hell she's got no legs, so it's not fair). The dark holes on her back and the front of the tanks will be filled in with a shader in the game. First character I ever made fully in Blender, was a little scared of unwrapping her, but surprise, no errors...
Great stuff Johny! The normal mapping on the hair looks a bit iffy to me though - perhaps it would look better if you only relied on the specular for it.
Johny: Looking sweet, nice maps... The normals for the hair seem much too strong, makes it look like he has some sort of plastic wig or something....
Looking really cool fire, tones of the ears dont seem to be consistant with the face. Lighting seems much more harsh there and its way over saturated with little transition into the neutral skintone. Thats about all i can crit. Great to see you're doing some work there instead of just getting high you jobless hippy.
Sean: Thats looking pretty good. Is dat b sum mudbox? Best advice i can offer is get your mid level details and form knocked out first, make that cool by itself and only then start working on small details.
Edit: My site went on holiday, updated with some image host...
quick head I did yesterday since I was sick of re-using assets; good to make something new for myself too only temporary textures for now, needs a lot more love.
2048x1024, diffuse/trans/spec/normal
Big rant/reply: sorry for not replying for a little, have had a lot on -- the self shadowing was a shader render texture hack, but when it's moved around and navigated it has huge issues, coming up with garbage. I don't know what the issue is, all I can come up with is max's viewport support for render to texture in shaders is pretty horrid. Sooo I've bunked it back to a pre bake map input. The code knows how to implement shadows into the sss, it's just they're not dynamically generated, which is bad but still is useful for game engine comparison (which is all viewport shaders should be used for in the end anyway... direct viewport to game comparison). Still have a few things to try with the dynamic shadows but I may give up on it for a while 'til max supports render to texture in shaders better.
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I'm still debating whether he'll be getting a body or not.
OH yes, that looks damned nice. Man how the hell does d3 do stuff like that so flawlessly without any sort of smoothing errors?!?!
[/ QUOTE ]
Thanks
Doom3 uses hybrid maps, which only smoothes faces connected in UV map, and the edges of the UV Island stay unsmooted.
Basically it means you seperate UV Islands like smoothing groups - the resulted UV map may have a few more islands as a result, but is worth it as it's the best alternative.
redoing the body now that I'm done with the new head
really nice Daz
hollowing is bloody hard
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"Two weeks, two weeks!!"
welcome to polycount, SkyHigh. your model is looking good. a 10,000 poly budget isn't too far off where things are going these days.
the cloth look you've achieved looks slick vahl
Thats looking nice CB, you've really taken your programming seriously, huh..
That's damn ace Daz, something I'd like to try properly, never got the chance at high school or college
crazybutcher, that engine is starting to look pretty sweet
anyway, why are you hollowing it out?
awesome candy dish daz! lol
anyway, why are you hollowing it out?
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You cant fire solid clay in a kiln If you want it to come out in one piece. It has to be hollow.
And my base mesh, every piece is a different object, il start adding detail to every part and shaping out the massive ship. The little dot with the circle around it should be the size of a human. I think the human should be even smaller, to make it look like a really massive ship.
do you buy like boxes of frozen monkey brains, thaw em out and then chill em. cause wikipedia says monkeys obnt live here. i wonder if Mc donalds will make a indian branch called Mc Tahoe's that serves chilled monkey brains and other foul creations from our old casino owning friends.
[/ QUOTE ]
you thinking of the wrong Indian. One is from India (the chilled monkey brains and Snake Surprise[reference to Indiana Jones and the Temple of Doom] is from the country of India.
the Indian you are refering to is a horrible misnomer for the Native American tribes(who should really be refered to by their indvidual tribe names since each tribe had very different cultures and beliefs), and can be considered an insult to said peoples.
if your going to throw out racial stereotype (even in jest) make sure you get your races right. it's not funny if both parties are confused.
it's not funny if both parties are confused.
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actually, it's funnier
i wasnt sure which way to go on it. as ghost rider is in california i could guess he has a native american heritage, but then again america's inhabitants vary like pig slop, you get a little of everything... but do some people really eat monkey brains? cause that's gotta be a little wierd, atleast for me.
And the flat...
But the joke was an Temple of doom Ref.
P.S - i love to spam.
working on it... a little bit
I bet u cant get over grayscale FUN
har HAR HAR
Looking really cool fire, tones of the ears dont seem to be consistant with the face. Lighting seems much more harsh there and its way over saturated with little transition into the neutral skintone. Thats about all i can crit. Great to see you're doing some work there instead of just getting high you jobless hippy.
quick head I did yesterday since I was sick of re-using assets; good to make something new for myself too only temporary textures for now, needs a lot more love.
2048x1024, diffuse/trans/spec/normal
Big rant/reply: sorry for not replying for a little, have had a lot on -- the self shadowing was a shader render texture hack, but when it's moved around and navigated it has huge issues, coming up with garbage. I don't know what the issue is, all I can come up with is max's viewport support for render to texture in shaders is pretty horrid. Sooo I've bunked it back to a pre bake map input. The code knows how to implement shadows into the sss, it's just they're not dynamically generated, which is bad but still is useful for game engine comparison (which is all viewport shaders should be used for in the end anyway... direct viewport to game comparison). Still have a few things to try with the dynamic shadows but I may give up on it for a while 'til max supports render to texture in shaders better.
Some more quick mudsketching....
Thumbs up Johny !
ok time for some ears..
enlarged image - http://www.svartberg.com/wip/mp40_full_02.jpg