It seems like you're just -cranking- these things out. I'd like to see you work some time.
The only problem I see is that you're using smoothing groups for sharp edges, so they won't "catch" highlights the way a ever-so-slightly rounded edge would.
But, you could always do some blurs on selective parts of the normal map to create this effect after the fact. I've tried this myself on a few test models and it works a treat. I dunno how much a pain it would be to do on a full model.
I think I'll be joining this month's challenge, partly because of your inspiration.
Cool model
[edit]damn he beat me to it - I think sinistergfx means seeing how you work, not where or what you work on... and I think he's right about the bevelled edges instead of smooth groups, although the blurring trick seems nifty. [edit2] And I somehow missed that sentence you wrote concerning that... man I'm off the ball!
Smoothed up the above high detail model, and rendered a normal map for this low poly mesh. 560 triangles, maybe the 3k limit is too much. I didn't cleaned up the normal any, just testing things out here, and not sure if I'll put much more in to this one. I want to plan things out a little better for my actually challenge model, as I'm still figuring out what pieces render to normal best. And yes, I do have a job, and only for one month till final.
Last night while sleep deprived, I modeled this idea of a gun made out of segmented pipes. It's too much for the sake of being too much. Modeled in first person view, so the side shot looks weird. http://chrisholden.net/pipes.jpg
Somethign quick and different. 218 triangles, 256x512 color/normal/spec maps http://chrisholden.net/sword01.jpg
It came out kinda generic, but it was fun.
Yes, it is a dagger, I called ia sword for some reason, should have a wider blade too. Oh well, here's the high detail mesh, sit under 30,000 triangles http://chrisholden.net/sword01h.jpg
Not too exciting, a pile of skulls sitting on a handle and blade. :P
After many considerations, my Mega-Weapon will be Power-Armor! http://chrisholden.net/heavy1.jpg
I should be able to strap enough guns on this thing to make it more weapon than armor. :P
Quicked out the legs tonight. Didn't do much overall shape changing that was affected by adding the legs, making some things look weird. The wireframe arms are there to show where the person would sit. Anyway, more to come...
Sorry Scoob, but even Johnny Long Crotch fits snuggly inside the suit. http://chrisholden.net/jlc.jpg
Worry not, this is but a high detail model for generating a normal map. Your concerns are merely a spit in the wind of the tornado that is the actual process. Nevertheless, I'll be sure to accommodate your need for massive man-junk.
haha, good stuff, Scoob. We're all just having fun here, but look at the important thing: we got a thread in the challenges section to page two. That's hot.
crapped out some new hands after speed running ep1 of quake.
Basically what's left to do is: finish/clean up this mesh (arms, shoulders, back, etc), build the low poly mesh, generate the normals, and create the color/spec maps. General proportion issues like arm placement will be corrected in the low poly mesh.
Quick normal map test on a low poly mesh. Maya decided to eat my low poly after I UV'ed it, so I had to rebuild really quick and shit out new UVs. Anyway, the low poly is 1350 triangles, and the normal map is 1x1024x1024
I thought the low mesh looked kinda goofy, but it works pretty good, so I'm happy with this test. I'll spend some more time figuring out what details work and what needs more definition in the low and update soon.
Right now, that mesh is segemented. It's broken into upper, lower and arms. You may notice I brought down that big crotch plate from the high detail to match the waistline. This piece is being donated to a friend's mod, we'll be sure to test out animation and do what it takes to improve deformation.
ok, I had a crunch last week, then totally checked out due to my forecoming vacation. I will finish this when I get back, and post in the main pimping section.
i knew that looked familiar! nice!
ha, i've been trying to get ahold of verm ever since i saw this model to get that old concept of mine. you gotta make that face plate thing work like in the drawing, that was my favorite part! work it dude, looks dope.
Replies
It seems like you're just -cranking- these things out. I'd like to see you work some time.
The only problem I see is that you're using smoothing groups for sharp edges, so they won't "catch" highlights the way a ever-so-slightly rounded edge would.
But, you could always do some blurs on selective parts of the normal map to create this effect after the fact. I've tried this myself on a few test models and it works a treat. I dunno how much a pain it would be to do on a full model.
I think I'll be joining this month's challenge, partly because of your inspiration.
[ QUOTE ]
I'd like to see you work some time.
[/ QUOTE ]
Are you asking me to get a job or to see what I do at work?
I know!: video tut.
[edit]damn he beat me to it - I think sinistergfx means seeing how you work, not where or what you work on... and I think he's right about the bevelled edges instead of smooth groups, although the blurring trick seems nifty. [edit2] And I somehow missed that sentence you wrote concerning that... man I'm off the ball!
Dah, man, I wish to hell I wasn't crunching so I could participate. Great work.
Hey its shine! omg.
Smoothed up the above high detail model, and rendered a normal map for this low poly mesh. 560 triangles, maybe the 3k limit is too much. I didn't cleaned up the normal any, just testing things out here, and not sure if I'll put much more in to this one. I want to plan things out a little better for my actually challenge model, as I'm still figuring out what pieces render to normal best. And yes, I do have a job, and only for one month till final.
http://chrisholden.net/highwire.jpg
Last night while sleep deprived, I modeled this idea of a gun made out of segmented pipes. It's too much for the sake of being too much. Modeled in first person view, so the side shot looks weird.
http://chrisholden.net/pipes.jpg
I rather like your pipe-gun. needs more tubes, though
http://chrisholden.net/sword01.jpg
It came out kinda generic, but it was fun.
Can you please show a wire of the high poly version to?
http://chrisholden.net/sword01h.jpg
Not too exciting, a pile of skulls sitting on a handle and blade. :P
http://chrisholden.net/heavy1.jpg
I should be able to strap enough guns on this thing to make it more weapon than armor. :P
I'm digging the recent trendy style of "super armor cyborg" ala doom 3, halo, and many other incarnations.
It's a style that's getting kind of stale, but I like your design.
http://chrisholden.net/heavy2.jpg
http://chrisholden.net/heavy3.jpg
Looks cool to me. I love the stuff on the hips.
Alex
http://chrisholden.net/heavy4.jpg
Behold! The castrated mega-eunuch-suit!
http://chrisholden.net/jlc.jpg
Worry not, this is but a high detail model for generating a normal map. Your concerns are merely a spit in the wind of the tornado that is the actual process. Nevertheless, I'll be sure to accommodate your need for massive man-junk.
I believe it was call the snake.
Yours is better though
Nevertheless, I'll be sure to accommodate your need for massive man-junk.
[/ QUOTE ]
Bah! Nothing will slake my hunger for massive man-meat!
And, yeah your johnny long crotch indeed fits, albeit quite snugly, into that suit.
I'd say lengthening the waist & narrowing the shoulders would go a long way to ease my proportion concerns, but hey...its not my model.
And no, I have no particular fondness for cod-pieces. They are itchy and smell bad. And they hurt my teeth!
Wow. You know its bad when you re-read your own post, and gross yourself out.
Basically what's left to do is: finish/clean up this mesh (arms, shoulders, back, etc), build the low poly mesh, generate the normals, and create the color/spec maps. General proportion issues like arm placement will be corrected in the low poly mesh.
Friggin love that stuff.
Ended up looking great, can't wait for the normal map.
Quick normal map test on a low poly mesh. Maya decided to eat my low poly after I UV'ed it, so I had to rebuild really quick and shit out new UVs. Anyway, the low poly is 1350 triangles, and the normal map is 1x1024x1024
I thought the low mesh looked kinda goofy, but it works pretty good, so I'm happy with this test. I'll spend some more time figuring out what details work and what needs more definition in the low and update soon.
ha, i've been trying to get ahold of verm ever since i saw this model to get that old concept of mine. you gotta make that face plate thing work like in the drawing, that was my favorite part! work it dude, looks dope.