thanks!
the blotches for the head and back where located at the same places as in a real tokay-gecko's head and back, the other ones are indeed random :P (although vaguely the same distance apart as in the reference) i don't really know how to make it less muddy... i didn't use low-opacity brushes on purpous as to avoid making it muddy, but apperently it didn't really work.
thanks again for your comment!
reference: http://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Tokay_Gecko.jpg/434px-Tokay_Gecko.jpg
I can see where you're coming from looking at the reference, but don't forget the gecko is trying to look hard to spot/confusing but ingame you want things to read as well as possible (but reminiscent of the subject)
maybe you could vary the strength of the blotches, reduce them in areas where it's more important to see the features (eg head)
I am going to hate the low poly of this. I can sense it already. Any tips? Budget of probably around 1,000 tris though I'm flexible. Thinking of using Parallax mapping which I've never used before. Am I right in thinking that will potentially get me nice results on the center globe?
1,141,056 tris, all hand modelled (no sculpting for me, though zBrush did help with its alpha to 3d tool.)
few loose ends to do yet though (namely some things arent sculpted rock and float off the backing plane, which isnt acceptable)
THE nutsy who painted waaay waaay waaaay waaay back this ogre kind of guy with the axe, everyone on these forums "tagged" ?
and thx ruz !
ImSlightlyBored, never made such a part for (normal)mapping.. but i´m not sure how much you have to care about the overlaying and "not-out-of-the-stone-made" stuff.. you can´t see "behind" when its rendered, and as long as it is rendered straight from above you shouldn´t have problems .... at least i guess
heres the start of my model, the concept is back on page 360 or 361 of this thread. I'm working on it slowly but it is coming along nicely. Plus i'm learning maya with this project as well.
rollin: Some real intricate detail, I'm very impressed! I have to say I love the lighting and mood of the scene, that really sells me.
ImSlightlyBored: That's epic, man!
I'm modeling Avatar Aang, here's a start on his face.
your dropshadow is a little much on those scratches.
what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].
[ QUOTE ]
your dropshadow is a little much on those scratches.
what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].
straps come off reading as metal?
[/ QUOTE ]
Thanks for the comments Sectaurs !
1. when you say my dropshadow on the scratches, you mean the outline stroke ?
2. the black and white -is- supposed to be paint, and I agree it doesn't look as credible as the other parts of the texture - I'd appreciate if you can give me pointers of how to make it seem more like paint.
3. I agree about the wood, it does look too clean and polished, was hoping to find some proper refs of how a wood should have looked.
4. What do you mean by straps coming off reading as metal, they are leather ...
i would recomend that for the paint parts where there are irregularities that you add wood beneath it, either it was a really bad smith or he has an incredible shaky hand , or i could be wrong and he made it rshed , but the backpart doesnt show that.i am biased. looks cool nontheless
i guess it's the bevel and emboss you used, not a dropshadow, my bad. but it's too much... makes the color material look way too thick, more like hide than paint.
let some of the wood-grain show through the paint. make the scratches go into the wood - showing the brighter inside of the wood, not just the outer wood texture... swords and arrows wouldn't just chip the paint off and leave the wood beneath pristine.
Likewise - Its coming along. Someone suggested earlier that you increase the size of the grenades... I would suggest the same thing. Also, changing their overall shape would be good too. Are they grenade launcher rounds or actual hand grenades? If hand grenades, I'd suggest looking up fragmentation grenades, if rounds, they're more cylindrical and sometimes shaped much like bullets. I'd change that color on them regardless of what you do... that first render with the cyan pellets around his waist... my first thought was why does a man at war need so much fucking viagra? haha. I'd make them black and specular, rimmed with yellow paint or something. Play with the color scheme. Also, I'd remove one so he's not so symmetrical (prolly on the gun-side so it visually lightens that side up some). Its hard to tell the belt buckle is a skull... I might also suggest some scar tissue around the areas where he has metal plating and whatnot. Keep it up though!
Anyway I've decided to give up on the heavy wear on the shields, and make something more subtle ... thanks for your comments, time to move on ...
Hopefully with time and practice I'll have a better grasp on the many faults ...
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.
thx
ja.. 2005 layout just played with the model a bit and done bit on the texture .. the layout is .. ahh.. don´t know.. weird.. what was i thinking? stupid soles..
edit: ok it´s not THAT weird.. the problem is: if i want that amount of unique tex-space.. without uv-edges around the shoulders.. its hard to map it in some other way .. so the reason i´v put the 2.nd sole in there was bc there was tex-space i hardly could use
is there maybe some better technique? .. this body-kross isn´t the best thing to play with in the uv
its just that the texture is awesome, but you are loosing alot of resolution due to how the layout is dysplayed you could have mirrored the soles and give them little space and use the rest for the arms and pants
makon, is the bellybutton really nececary on the low res model? it's not like it adds anything to the visible shape of the model, and even in a final render/in game, the texture will do the work for you.
I think he just modeled it in for anatomy reference, he just said he already said it was going to have a shirt. Plus, it coule be useful with certain shading to model that anyway.
Digital mock-up for my Final project for my Printmaking class. I've always liked the whole Russian Constructivist propaganda, so that's what I went with. I can't be absolutely certain the Russian is correct, But from what I can tell it probably is. However, any Ruskies on the board if you see something weird looking with the writing, or I wrote something weird, please tell me.
I may make a forth portion on the top as well.
and the final result, I think each portion will be printed on a 24"x30" piece of paper.
There will be a certain texture to the background that I didn't see the point of mocking up, so the background won't be totally solid.
Oh, and these designs are not totally original, I sorta pieced them together from old Posters, and just drew them out in that style.
[ QUOTE ]
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.
[/ QUOTE ]
Thanks SupRore, I finally got what you meant - the depth of the normal should have had more wood on it, to show the depth actually goes inside the wood. (rather than a thick paint)
I'm done on this model though, but this theory will stay for future textures, thanks
Thanks a bunch Pavel! Though, What do those two words translate to? I figured (Or at least I was under the Impression) that The Words I put on the posters (Going from left to right) were "WORK STRONG", "INDUSTRY", and "GLORY HONOR". Though I did use Babel fish for the translations, so it may have fucked them up.
Oh, and Scooby, that's a pretty awesome looking hand, a little mat for my tastes, but it's within zbrush, which doesn't do spec maps.
Heres my fishing tackle box..or it could be a tool box or a lunch box, whatever. After a summer of half finished projects I've decided to start with small simple projects and work my way up. Here's the high poly, any suggestions before I start making the low poly?
Eyal! Heya. No, I never did do that with them. I had a new opportunity just last week, but I dont have a job right now so I cannot afford that. Hopefully I'll talk to you soon!
[ QUOTE ]
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear.
[/ QUOTE ]
That's not necessarily true. The shields could have been painted in a base color all over and then the black could have been added on top in a second pass. And then the black paint could have peeled a bit showing the original layer underneath.
Replies
the blotches for the head and back where located at the same places as in a real tokay-gecko's head and back, the other ones are indeed random :P (although vaguely the same distance apart as in the reference) i don't really know how to make it less muddy... i didn't use low-opacity brushes on purpous as to avoid making it muddy, but apperently it didn't really work.
thanks again for your comment!
reference: http://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Tokay_Gecko.jpg/434px-Tokay_Gecko.jpg
maybe you could vary the strength of the blotches, reduce them in areas where it's more important to see the features (eg head)
working a lot with combustion and vegas lately
so tryed them to polish some renders.. nice tools
1,141,056 tris, all hand modelled (no sculpting for me, though zBrush did help with its alpha to 3d tool.)
few loose ends to do yet though (namely some things arent sculpted rock and float off the backing plane, which isnt acceptable)
I was at G2E this week, got a few pics of the Star Wars machine myself, and played it a while
and thx ruz !
ImSlightlyBored, never made such a part for (normal)mapping.. but i´m not sure how much you have to care about the overlaying and "not-out-of-the-stone-made" stuff.. you can´t see "behind" when its rendered, and as long as it is rendered straight from above you shouldn´t have problems .... at least i guess
ImSlightlyBored: That's epic, man!
I'm modeling Avatar Aang, here's a start on his face.
what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].
straps come off reading as metal?
your dropshadow is a little much on those scratches.
what exactly is that black and white layer supposed to be? at first i thought it was supposed to be paint, but that doesn't seem to be the case. the wood texture bothers me... doesn't look 'right' for that type of weapon... it looks like a wood floor, not something they would have been able to create back then [assuming this is a period shield].
straps come off reading as metal?
[/ QUOTE ]
Thanks for the comments Sectaurs !
1. when you say my dropshadow on the scratches, you mean the outline stroke ?
2. the black and white -is- supposed to be paint, and I agree it doesn't look as credible as the other parts of the texture - I'd appreciate if you can give me pointers of how to make it seem more like paint.
3. I agree about the wood, it does look too clean and polished, was hoping to find some proper refs of how a wood should have looked.
4. What do you mean by straps coming off reading as metal, they are leather ...
I'd appreciate your answers on these
I also made some different schemes for it
let some of the wood-grain show through the paint. make the scratches go into the wood - showing the brighter inside of the wood, not just the outer wood texture... swords and arrows wouldn't just chip the paint off and leave the wood beneath pristine.
the straps look very similar to your metal.
will write more later
Vitor: Don't give me that look!
Ref: http://screenshots.avatarspiritmedia.net/302/284.jpg
Hopefully with time and practice I'll have a better grasp on the many faults ...
the one-and-only, "Companion Cube"!!!!!
texturing
however..
model: 1314 tries (too many in the head...)
and (not realy optimized)
helmet: 196 tries
saberstuff 342 tries
oh.. and i use it in hl 1(!!!) dod
do not ask me why i have mapped the sole twice.. i have no idear!
ja.. 2005 layout just played with the model a bit and done bit on the texture .. the layout is .. ahh.. don´t know.. weird.. what was i thinking? stupid soles..
edit: ok it´s not THAT weird.. the problem is: if i want that amount of unique tex-space.. without uv-edges around the shoulders.. its hard to map it in some other way .. so the reason i´v put the 2.nd sole in there was bc there was tex-space i hardly could use
is there maybe some better technique? .. this body-kross isn´t the best thing to play with in the uv
ha ha no thats all bullshit.. i´v just done it, so people are talking to me.. hello? helloohhooo?
:P
Update! He'll have a shirt, but I just want to get the anatomy established, since the shirt will be rather narrow.
just a question/observation =]
I may make a forth portion on the top as well.
and the final result, I think each portion will be printed on a 24"x30" piece of paper.
There will be a certain texture to the background that I didn't see the point of mocking up, so the background won't be totally solid.
Oh, and these designs are not totally original, I sorta pieced them together from old Posters, and just drew them out in that style.
ah.. and the model comes along very nicely i see gow hair *G*
neo god: nice! only problem i see is the right hand of the right guy.. the shapes look kinda broken
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear. As for the damage, it's still way too deep. I dunno if it's in your diffuse or normal, but it's way too soft. Paint is a paper thin sheet, and chips off as such -- as it is, it looks like a cloth that was torn a way, there's a lot of soft shadowing and depth. Everything else is looking great, if you make those two fixes you'll have a very believable piece on your hands.
[/ QUOTE ]
Thanks SupRore, I finally got what you meant - the depth of the normal should have had more wood on it, to show the depth actually goes inside the wood. (rather than a thick paint)
I'm done on this model though, but this theory will stay for future textures, thanks
Yeah, man this look like separate words...
Check this up my feedback:
maybe this will be helpful
http://www.plakaty.ru/posters?cid=1&thumbs=1&full=1&page=6&sort=year&id=25
http://www.plakaty.ru/posters?cid=4&part=1970&id=1430
http://www.plakaty.ru/posters?cid=1&thumbs=1&full=1&page=12&sort=year&id=707
Just some ZBrushings...
Oh, and Scooby, that's a pretty awesome looking hand, a little mat for my tastes, but it's within zbrush, which doesn't do spec maps.
i thought there was something incorrect about it, but.. i... gotta go eat.
hope all is well with u bro
what happened to that band u were supposed to "confer" with.... ?
besides, makkonz approved it.
i shall remove it, as a modest inclination.
Chai, the bleeding between the different colors of paints makes very little sense. Looks as if whoever painted it shook it around a bit before it dried, that wouldn't come from wear.
[/ QUOTE ]
That's not necessarily true. The shields could have been painted in a base color all over and then the black could have been added on top in a second pass. And then the black paint could have peeled a bit showing the original layer underneath.
I agree with the other feedback though.
Undead soldier = awesomness!
I´m trying to figure out how to get models and textures into the new UT and how the new materials work.
Simple shades for everyone: