yes. not even getting into the fact that your mesh would subdivide poorly in zbrush (you want all quads), theres no way even a pro could get something all full of metal and smooth surfaces like that to look good in zbrush. Zbrush is BAD at metallic smooth surfaces. Its near impossible to do it unless you have the patience of buddha.. It would be much faster to model high poly in max or maya or whatever.
Bitmap: that is the EXACT look I want but flabbier!! totally forgot about that geezer, I did consider using the fat guy from 24 (the can't remember his name, was buddies with Cloe) but his facial structure around the mouth and cheeks wasn't quite what I was looking for.
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Bitmap: that is the EXACT look I want but flabbier!! totally forgot about that geezer, I did consider using the fat guy from 24 (the can't remember his name, was buddies with Cloe) but his facial structure around the mouth and cheeks wasn't quite what I was looking for.
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yes. not even getting into the fact that your mesh would subdivide poorly in zbrush (you want all quads), theres no way even a pro could get something all full of metal and smooth surfaces like that to look good in zbrush. Zbrush is BAD at metallic smooth surfaces. Its near impossible to do it unless you have the patience of buddha.. It would be much faster to model high poly in max or maya or whatever.
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I see what you mean. Ive played with Zbrush on it's own but I haven't imported anything in from Max yet, that's why I wanted to experiment with this guy. I thought i would be able to use the masking tools to create plate separation outlines for the armor (using the draw tool as a mask to create the outlines, inverting the lines and using the Deformation/inflate tools). All with the idea of creating a normals map for the ingame model.
Hey Makk, looks pretty sweet. Yeah I'd try to re-render out your normals with hard smoothing groups on the low poly, especially around the 90 degree bends... unless that's what you did to begin with. Might see you on the sumea comp
First normal map evar..some detail got lost in the low-res map.. I learned a lot though. Blender - sharp construct - orb then back to blender for the render.
Still working on this ( or trying to still , LOL ) http://cyoungblood.com/images/Monument_House_GIJOE.jpg
Then i had an idea where i wanted to model a Wrestling Ring, dont know why. So i started on this, still needs work on the ramp, it doesnt look right.
practising my high poly work in max. I will take this in to zbrush next for the details, but wanted to test the normal map stuff first so I got it to a fairly finished state first using meshsmooth.
high poly is only 10,600 polys at the moment
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Does anybody know the name of this actor?
Bitmap: that is the EXACT look I want but flabbier!! totally forgot about that geezer, I did consider using the fat guy from 24 (the can't remember his name, was buddies with Cloe) but his facial structure around the mouth and cheeks wasn't quite what I was looking for.
Does anybody know the name of this actor?
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Louis Lombardi..
http://www.imdb.com/name/nm0518385/
Thanks anyways
Playing with E-light on normal maps
yes. not even getting into the fact that your mesh would subdivide poorly in zbrush (you want all quads), theres no way even a pro could get something all full of metal and smooth surfaces like that to look good in zbrush. Zbrush is BAD at metallic smooth surfaces. Its near impossible to do it unless you have the patience of buddha.. It would be much faster to model high poly in max or maya or whatever.
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I see what you mean. Ive played with Zbrush on it's own but I haven't imported anything in from Max yet, that's why I wanted to experiment with this guy. I thought i would be able to use the masking tools to create plate separation outlines for the armor (using the draw tool as a mask to create the outlines, inverting the lines and using the Deformation/inflate tools). All with the idea of creating a normals map for the ingame model.
A small excercise in getting used to making normal mapped stuff.
spend about 3 hours with it
no uv map no texturen o normal map no joining of instances no smoothing yet
will spend another 3 hours with it in maya than do the detailing in z brush ( its like my TEST subject to learn z brush )
Only a few weeks till its on Shape! That guy of yours is kickin ass as well
Then i had an idea where i wanted to model a Wrestling Ring, dont know why. So i started on this, still needs work on the ramp, it doesnt look right.
http://cyoungblood.com/images/Wrestling_Ring.jpg
Chris Youngblood
Nobody messes wit De Jesus!
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You said it, man!
pulled eyes down and pulled top of head up, body still needs work, and she's missing her arse, probably should pull shoulders in a bit too.
man johnny that model/texture is lookin great but you really gotta work on his foot
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I only told him 3 times but he wont listen to me, he's such a foofa. Good to see progress johny boi.
his neck be long
what's that pill on his hat?
he's got a peculiar look on his face, his wearing shades,
i dunno...
wondering how you did those growing roots!!
but I was wondering how he got all that detail (fibers) while having them spining around like that
texture is like... 1/3 done.
high poly is only 10,600 polys at the moment
http://www.rooster13.plus.com/gunblaster/humans.jpg
they're not midget they're chibi! oh er..
texture style will be realistic.
Johny: Oh noes another character with glasses! :P, looks cool bro, cant wait to see what you do with teh pixelz.
P.S.:Dont tell me you got kidnapped this week-end too?
edit: revised wheel placement