bored, im really making the "tiniest tc ever" for quake shooting for like half the specs quake itself has, for the sake of portability in autodownloads (since obtaining mods is the cause of quake disinterest imo)
Oh, I built a new one from scratch. This one is still largely WIP. Some of the edge loops I'm not too happy with (got some issues in ZBrush), but it's going ok. I'll see what I can do about hair... I tried Jaco's method earlier tonight but wasn't having much luck, I think I just need to practise.
Got a little bit more done..doing it for my high school senior project.
I don't know if I'm really happy with the grass and the dirt texture, I'm trying to think of ways to break it up, but Maya isn't really made for this sort of stuff it seems!
I want that black car in the second-to-last pic. Now.
One question, does london's population consist of moustached, red specs wearing men?
WIP, I know. I want the bicycle too.
since 2 months I didn't touch my PC cause I've moved in new flat ( bigger one - one room just for me and my PC ).
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is !
...and anyway I've found a little bit time to take off a dust from my PC - Vincent Vega in W.I.P.
first time posting on the polycount boards, but have been watching the fracas over the shoulder of my coworker for a few months now. Thought it would be fun to post a (very) wip pic of a setting I'm working on in the evenings:
it's just starting to get off the ground, so it'd be great to hear any suggestions. just a handful of triangles, and a bunch of textures. rendered in mental ray... dont suppose anyone out there knows tricks to cut back on the mip-mapping? I'm just learning the mr ropes.
[ QUOTE ]
since 2 months I didn't touch my PC cause I've moved in new flat ( bigger one - one room just for me and my PC ).
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is !
[/ QUOTE ]
Your kitchen looks great, welcome to Castanet...
Anyway the head looks good
In MR under render settings, the quality of your render is on the left hand and says something like "samples" at the top, with two drop down boxes (I usually set these at 4/16 for a good still render). Now the one on the right side says "filter". Change it to "box", "zero". The removes texture blurriness completely.
Sectaurs: Nice work, man! I dig how you've managed that one, the giant helmet and beard works really well. I agree with KDR though, those eyes are looking a tad creepy-alien at the moment
KDR: Can't you post a shot showing the normal map at work? My eyes can't interpret red and green tangents, you see...
She's looking good though, seems to maybe be leaning forward a bit too much? Also I'd put an extra edge in around the knee area, where it goes up to the thigh is very obviously lowpoly and too sharp. Also the shape of the feet could be more accurate.
I like how the head, hair and hat is looking though - good work!
I'll see if that xNormals thing can render them because Blender can't. At least not properly. But first I have to satisfy the program's dependencies, IE 5.1 and .net 2.0. Man, I feel like I'm using Linux (except Linux can install dependencies automatically).
Okay, I can display her in xNormal, had to flip the Y on the normalmap, though:
The map is rendered in ORB, the normalmap I got from xNormal was total garbage for some reason and the occlusion map has weird errors that look like the model rendered from some other point of view.
Looks pretty good to me
What settings were you using in xNormal? I used .OBJ files, turned on supersampling to 4x, checked the "tangent space" checkbox, and left everything else as default, it gave me a perfect map first time.
If you wanna send me the source/lowpoly meshes I could give it a test if you can't figure it out.
Replies
bored, im really making the "tiniest tc ever" for quake shooting for like half the specs quake itself has, for the sake of portability in autodownloads (since obtaining mods is the cause of quake disinterest imo)
Johny, are you still planning to release that video on face painting? I'd really like to see it.
Got a little bit more done..doing it for my high school senior project.
I don't know if I'm really happy with the grass and the dirt texture, I'm trying to think of ways to break it up, but Maya isn't really made for this sort of stuff it seems!
Your pixelstuff is so neat hawken
One question, does london's population consist of moustached, red specs wearing men?
WIP, I know. I want the bicycle too.
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is !
...and anyway I've found a little bit time to take off a dust from my PC - Vincent Vega in W.I.P.
first time posting on the polycount boards, but have been watching the fracas over the shoulder of my coworker for a few months now. Thought it would be fun to post a (very) wip pic of a setting I'm working on in the evenings:
it's just starting to get off the ground, so it'd be great to hear any suggestions. just a handful of triangles, and a bunch of textures. rendered in mental ray... dont suppose anyone out there knows tricks to cut back on the mip-mapping? I'm just learning the mr ropes.
since 2 months I didn't touch my PC cause I've moved in new flat ( bigger one - one room just for me and my PC ).
So what am I working on at last time ?
3-4 week-ends I'm working on my kitchen and now I see what's the real 3D is !
[/ QUOTE ]
Your kitchen looks great, welcome to Castanet...
Anyway the head looks good
dizzy: that is sooo john travolta
[/ QUOTE ]
I try the best (still learning),...thanks.
[ QUOTE ]
Travolta? I was going to say Romero.
[/ QUOTE ]
That's completly wrong my boy.
If You look closer - You should be to discover that's Nicole Kidman travesti as Vincent Vega
Also, I just redid my site, so if anyone wants to drop past and tell me what they think, it'd be great.
In MR under render settings, the quality of your render is on the left hand and says something like "samples" at the top, with two drop down boxes (I usually set these at 4/16 for a good still render). Now the one on the right side says "filter". Change it to "box", "zero". The removes texture blurriness completely.
I'm trying to go in a new direction... never really done the 'cartoony' stylization
[edit]
My wife says it looks cute too.
Getting there.
Sectaurs: The eyes look a bit creepy. Either remove the highlights or draw the eyes, a big black shiny thing usually looks very alien-like.
KDR: Can't you post a shot showing the normal map at work? My eyes can't interpret red and green tangents, you see...
She's looking good though, seems to maybe be leaning forward a bit too much? Also I'd put an extra edge in around the knee area, where it goes up to the thigh is very obviously lowpoly and too sharp. Also the shape of the feet could be more accurate.
I like how the head, hair and hat is looking though - good work!
The map is rendered in ORB, the normalmap I got from xNormal was total garbage for some reason and the occlusion map has weird errors that look like the model rendered from some other point of view.
What settings were you using in xNormal? I used .OBJ files, turned on supersampling to 4x, checked the "tangent space" checkbox, and left everything else as default, it gave me a perfect map first time.
If you wanna send me the source/lowpoly meshes I could give it a test if you can't figure it out.
This is what I'm working on. Haha.