Trying to get more things done, but still a rather long way to go. The pants are a bit plastic-toy looking atm, I'll try to break that down with normalmap overlays in the final texturing stage. And the back of the lower legs needs more curvature...
Sorry for the ugly Zfighting, these are realtime screengrabs
That is lovely pior. The shapes are clean and amazingly well defined as usual. I understand that he's still WIP, but some of those bevels might actually be a little too fine considering the overall softer looks of the model (eg. on the boots). But that's jsut nitpicking - I really like it. Looking forward to seeing the texture!
This guy is looking cool! Love the character design, and very nice modeling. I could see this guy as some new nicer alien species in Unreal 3 or somthing.
this is so pior its amazing
ok like everybody said u already know good job
i dont like the proportions of the arm and/or the chubby fingers
looks kinda pussy
like omg they put me in a game please dont hurt me
i mean what if he wants the scratch his balls?
he cant reach them!
Yeah, awesome (i told you that already!) but I think shotgun is right about the arms being a bit short. it was bugging me a little too, but not really important.
Anyway, if you normal-map him, it will be easier to change the arm's proportions after you've rendered the normal-map, then you can just tweak the lowpoly mesh and make it a little longer.
Sweet as Pior. I love how you get a look to the model that's not 'Zbrushy' at all. Somehow you overcome that blobby look and have the really nice creases that change in weight along their length ( something distinctive in your overall Art style ). Care to elaborate?!
Peppi, I'm trying to get more readable shapes here, especially on the boots and the oxygen plug...
Shotgun, seems like Mop read my mind. So yeah, I plan to fix up things as soon as I have the normalmap baked version, which will make things easier to tweak.
Daz, let's elaborate !
Lifepacks and oxygen supply still to be done... Getting there slowly.
Jesus, how did I miss this one? Love it! Deliciously chunky shoulderpads and detail tapering in and out like a dream. The arms look great, the way the muscles "pack into" each other really makes the shapes pop. Can't wait to see how this one develops.
Great stuff pior. I have to agree with Daz, I haven't seen much work that doesn't have the distinct Zbrush look to it.
I think it's that your shapes are all contained. Most (not all) of the Zbrush work I see have the muscle details out of the basic shape of that muscle.
Not sure if that make any sense proof reading this. Either way looking forward to seeing this one finished.
Heyhey Kristian the shoulderpads are also my fav part I love my Mop too! Poop, nmaps will come!
Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free.
Jeff yeah! Can't wait either. Actually I'm glad to have only the lowpoly to do now... I need a break from gazilions of polygons heavy scenes.
Noooo qube, it's just hidden It still cracks nuts below
Yeah Dizzy, it actually hurts my computer sometimes! But I'm in awe when I see max7's viewport acceleration. The whole scene with two smooth iterations runs super fine on my lowend 1GHz machine, except some little slowdown before moving things around. Isolation mode is great too!
............
I think I'll leave it here for the highpoly part ; I plan to add much more tiny details on the texturing stage tho.
Oh, that's just too cool. I agree about the hands, they look a little blobby and not as well-formed as the rest of him, I think.
Great turnaround vid... top quality work!
Very nice indeed man, love all the hard detailing going on.
I'm getting some kind of mechanic vibe from this, tho I can't exactly wrap my head around it. I guess it has something to do with his bulkyness which I love.
This is a really nice model man! really great chunky feel to it as has been said already. Are you gonna use this to normal map a lower poly model this would be so cool in the doom/hl2/crytek engines. Im sure thier would be a few people who would like to see this as a player model.
Woops Gok thanks for the ingame use question... I totally forgot to mention that
Yes it's more than planned, the model proportions are actually fitted to the doom3 default rig to make the export process a smoother ride. And I've been learning the assets management side of doom3 recently to be up to speed : doom3 build-in normalrender, material syntax, shader syntax. Its all simple when using Vahl's tut, and need a bit more tweaking if you want to avoid lwo's, but in the end it all works And with Der_Ton's modelviewer no need to painfully reload doom3 for checking texture updates!
So yeah, 'more detail on the texture' was meant to be read as 'extensive use of normalmap photography'
On a side note, how long is allowed for the creation of highpoly character assets like that in a pro game dev environnement? I've not been counting hours on this one since I was working on and off on it but I'm curious to hear realworld numbers
Woa! That rocks hard Pior!
Can't wait to see what kind of a sweet texture you are going to create for it.
Is all the normal map detail from the high poly model or did you add some normalmap overlays too?
Hey Tes, yes SDK is planned if poeple feel like some doom3 skinning with mutiple maps and annoying ingame tests I just want to nail down my own little texture first.
Ikraan, just plain geometry details here. I won't have much overlay details on this tho... mostly little mechanical devices here and there Some texturing too, for specific fabrics maybe. Jeff and Vince, see below...
Vahl, it took it more than 3 hours unfortunately! Chocalate tastes good too.
B1llouboy, will try to fix that up. I might have been a bit low on the gamerez model on the hands... but you won't see them that much in the end. TGZ, its a kind of artifact while renderbumping... Should be easy to fix too.
The expressionless face was a kind of design choice Cep. I wanted to make it appear rather bland to convey a kind of simple minded, fishy looks. But this might change
..........
Okay then, here are some tests.
Not much of a pimping but I won't have the chance to further work on him in the next few weeks hence I just wanted to post some progress.
Working with multiple maps is funnier than expected, I like the almost 'scientific' approach behind the material breakdown. Not that easy to get the desired results tho, since Doom3 tends to make things look metallic as soon as a the specmap is anything else than pure black
wow, saw this a while ago pior and liked it, but it looks great now.
Its given me back a bit of artistic insiration which I have been lacking of late.
(Ruz furiously starts subdividing polygons)
Out of the box the engine is not supporting it by default, hence the way to fake it is maybe to use stronger curvature on the hipoly mesh (like on the eye here, which is a strong shape hence 'concentrate' light somehow.) The highlight shape is not tweakable tho. It can be faked on the spec map too, simply 'forcing' the highlight shape and position with a sharp stroke, you know the trick
However! Someone hacked his way through the issue on doom3world here :
His code is reading the embedded alpha from a diffuse map, and use it as spec fallof level. So yeah it's doable, except that in this case transparency is trashed I guess it wouldn't be that hard to implement the code so that it reads an extra fallof map... But not that many results have been posted so far showing the mod i action. Maybe it just needs some more advertising, it has a lot of potential.
That's a pretty neat hack though by the looks of things! But surely that means to get the result you want you'll need to be running a modded version of Doom3 right? Or is the shader something you can neatly package up with the model? All seems like a bit of a malarke!
Yes Daz it's worth the look I think, it's a shame that noone ever tried to push the trick a bit further by creating 'demo' materials with it. I'm almost sure it requires the launch of a mod ( at least that what I did for trying it out, even if I didn't work on my system ) which is annoying but it's good enough for portfolio pics imho...
At least it allows us to play with the tech even before things like the UE3 engine are available.
hey prior you gonna stick up the full body screens in doom3? look awsome i wanna take a look at thos "Vahl's tut" but im having no luck i searched on here and on google and funny enough googly brings me back here heheh anyway if anyone knows where i can find that tut let me know, cheers.
Replies
Everybody talks about his ass but what about those sexy, oversized clavicles, hehe.
Trying to get more things done, but still a rather long way to go. The pants are a bit plastic-toy looking atm, I'll try to break that down with normalmap overlays in the final texturing stage. And the back of the lower legs needs more curvature...
Sorry for the ugly Zfighting, these are realtime screengrabs
I like your style and can't wait to see the finished piece.
ok like everybody said u already know good job
i dont like the proportions of the arm and/or the chubby fingers
looks kinda pussy
like omg they put me in a game please dont hurt me
i mean what if he wants the scratch his balls?
he cant reach them!
Anyway, if you normal-map him, it will be easier to change the arm's proportions after you've rendered the normal-map, then you can just tweak the lowpoly mesh and make it a little longer.
Can't wait to see the finished product!
Peppi, I'm trying to get more readable shapes here, especially on the boots and the oxygen plug...
Shotgun, seems like Mop read my mind. So yeah, I plan to fix up things as soon as I have the normalmap baked version, which will make things easier to tweak.
Daz, let's elaborate !
Lifepacks and oxygen supply still to be done... Getting there slowly.
I think it's that your shapes are all contained. Most (not all) of the Zbrush work I see have the muscle details out of the basic shape of that muscle.
Not sure if that make any sense proof reading this. Either way looking forward to seeing this one finished.
lookin good tho but now that nutcrackass is gone
Awesome !
Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free.
Jeff yeah! Can't wait either. Actually I'm glad to have only the lowpoly to do now... I need a break from gazilions of polygons heavy scenes.
Noooo qube, it's just hidden It still cracks nuts below
Yeah Dizzy, it actually hurts my computer sometimes! But I'm in awe when I see max7's viewport acceleration. The whole scene with two smooth iterations runs super fine on my lowend 1GHz machine, except some little slowdown before moving things around. Isolation mode is great too!
............
I think I'll leave it here for the highpoly part ; I plan to add much more tiny details on the texturing stage tho.
Turnaround! MakePreview is neat
http://pioroberson.com/files/aquaboy.avi
Might redo the hands tho, they really need more tension in them.
Yay!
Great turnaround vid... top quality work!
I'm getting some kind of mechanic vibe from this, tho I can't exactly wrap my head around it. I guess it has something to do with his bulkyness which I love.
MORE
keep up the awesome work!
Jody
Yes it's more than planned, the model proportions are actually fitted to the doom3 default rig to make the export process a smoother ride. And I've been learning the assets management side of doom3 recently to be up to speed : doom3 build-in normalrender, material syntax, shader syntax. Its all simple when using Vahl's tut, and need a bit more tweaking if you want to avoid lwo's, but in the end it all works And with Der_Ton's modelviewer no need to painfully reload doom3 for checking texture updates!
So yeah, 'more detail on the texture' was meant to be read as 'extensive use of normalmap photography'
On a side note, how long is allowed for the creation of highpoly character assets like that in a pro game dev environnement? I've not been counting hours on this one since I was working on and off on it but I'm curious to hear realworld numbers
Weeeee
Jody
Ingame fun! Special Daz food!
http://img.photobucket.com/albums/v242/pior_ubb/3d_aquaboy_nm02.jpg
Still have to texture him in a wet, plastic-like way to make it fit
Can't wait to see what kind of a sweet texture you are going to create for it.
Is all the normal map detail from the high poly model or did you add some normalmap overlays too?
great work pior !!! finally your PC rendered those normals !!!
hope you'll release an SDK, I'd be really happy to skin that blobbyboy
MSN ME U DAMN REAL FRENCH!
AHAHHA
b1ll
Give him some life!
I'm very anxious to see a texture on it
Ikraan, just plain geometry details here. I won't have much overlay details on this tho... mostly little mechanical devices here and there Some texturing too, for specific fabrics maybe. Jeff and Vince, see below...
Vahl, it took it more than 3 hours unfortunately! Chocalate tastes good too.
B1llouboy, will try to fix that up. I might have been a bit low on the gamerez model on the hands... but you won't see them that much in the end. TGZ, its a kind of artifact while renderbumping... Should be easy to fix too.
The expressionless face was a kind of design choice Cep. I wanted to make it appear rather bland to convey a kind of simple minded, fishy looks. But this might change
..........
Okay then, here are some tests.
Not much of a pimping but I won't have the chance to further work on him in the next few weeks hence I just wanted to post some progress.
Working with multiple maps is funnier than expected, I like the almost 'scientific' approach behind the material breakdown. Not that easy to get the desired results tho, since Doom3 tends to make things look metallic as soon as a the specmap is anything else than pure black
Wee!
Its given me back a bit of artistic insiration which I have been lacking of late.
(Ruz furiously starts subdividing polygons)
Is there any way you can control the hi-light falloff Pior? Like a smaller hi-light on the eye as If its the wettest part?
Out of the box the engine is not supporting it by default, hence the way to fake it is maybe to use stronger curvature on the hipoly mesh (like on the eye here, which is a strong shape hence 'concentrate' light somehow.) The highlight shape is not tweakable tho. It can be faked on the spec map too, simply 'forcing' the highlight shape and position with a sharp stroke, you know the trick
However! Someone hacked his way through the issue on doom3world here :
http://www.doom3world.org/phpbb2/viewtopic.php?t=8255&highlight=gloss
His code is reading the embedded alpha from a diffuse map, and use it as spec fallof level. So yeah it's doable, except that in this case transparency is trashed I guess it wouldn't be that hard to implement the code so that it reads an extra fallof map... But not that many results have been posted so far showing the mod i action. Maybe it just needs some more advertising, it has a lot of potential.
But anyways it doesn't work on my GF4
Lovely, lovely model, love it how your style keeps up even in such a environment and model.
hats of to ya. Anyway, dude, why you never on msn anymore? I misses yous!
At least it allows us to play with the tech even before things like the UE3 engine are available.
Pesti, please send me your adress then!!
Jody