great start! youre fast enough though so no need to rush before your 100% happy with the concept- time spent at the concept stage pays for itself later on, I believe
He's right, the better the concept, the better the model.
He most certainly has the look of a general, something I have yet to accomplish in my character.
I took you guys advice and did another concept that I'm actually happy with though I didn't really go into details. Here is a small update on the modelling process, right now I'm just playing around with ideas
just a thought but how will deep 90 degree recesses like that normal map? will it work as intended? maybe Im wrong but it might be worth doing a quick test
a 90 degree recess won't normal map "at all" normal mapping works on angle, need to bevel them in more, also i would never sugest trying to go that deep with them,, it will always look hokey since normal maps can not oclude them selves,, so it will never look deep
hey guys thanks for the heads up! luckly I was just playing around with the concept so it is still not too late to change it. I think I will just do photoshop NM for the ship instead of building the actual high poly model, we will see. Again thanks for the info I really appreciated that!
almost done with the low poly model. Need some C&C before move on to the high poly model. Please let me know how you feel I can improve this model better! Thanks for viewing!
Another small update, I think I'm kinda falling behind schdule, gotta work extra hard this weekend. With this model I actually spend more time trying to figure out how get a descent NW out of zmapper than the actual modelling. Finally I decide just do it the old fashion way and used surface sampler
I think I'm finally done with the modelling part. This is really my first compeleted NW character, I know it's nothing really impressive but I had a lot of fun working on it I'm gonna start texturing the model tonight and hopefully get everything done before 13th
I wouldn't sell yourself short. You've brought this concept a long way, and I think the final model you're putting out is a quite deserving piece. Kudos, a worthy addition to the Polycount army. We're all glad to have you on the team.
Hello guys, finally finished the texture, just started rigging right now he is still at default weight so the deformation looks funny I'm not really sure if this guy even needs a base since he is floating in the air oh and yeah Daz, I feel your pain, I'm also struggling with rendering NM inside maya, hardware render sucked oh and what do you guys think of this pose for the final render? honestly I don't want to give him anything too extreme since he lost both of his legs already
How about have him pointing forwards,with the shoulders turned slightly behind,mouth open and maybe even tilt the hover craft slightly forward to give an idea of thrust or speed.
Im thinking along the lines of a "CHARGE","Go GET EM BOYS"...or a "KILL THE MOFOS!!" shout
thanks guys, I'm still having trouble rendering NW in maya, I will probably just end up using hardware render Gotta start working on the base now, though I really don't have ideas what to make for the base, any ideas? I could really use some helps here
hi Daz, I'm having trouble because I still haven't find a way to render normal map stuff in maya 7 with satisfied result. I tried both JS_Normalmapper shader as well as the headus shader, both came out pretty crappy but I'm pretty sure that's just me though as I'm not familiar with metal ray at all and I don't think I have enough time to play around with mental ray before the deadline but I figured overall it is still a game art contest so hardware render and viewport grab should be acceptable
Here are the links to those two shaders, give it a try and let me know how it works out for you
okay, I think I'm done with him, gonna submit the model later. Trying to fit him in 400x800 with the pose I like along with base is just not going to happen.
Hey, came out nicely, I was about suggest to raise one of his hands some more but it's actually looking fine now Go go submit!
[edit] Mental ray doesn't make that much difference unless you use FG or GI, but I figured that normal map in both looks crappy till you add specular and color, then it starts looking better [/edit]
Replies
just started modelling the head, not really sure where I'm going with this nor am I happy with the concept... ah what the hell...
He most certainly has the look of a general, something I have yet to accomplish in my character.
s'cool tho!
Daz: Hi Daz thanks, I never seem the character Davros before, I will go take a look at some of the pics now and maybe I can get some new ideas
Alalmost done with the modelling, since the deadline has been pushed to 13th maybe I will redesign the body of the general.
I don't know about a redesign, I love the black leather he's got on now. Nice and clean from keeping above the dirt and blood.
I especially like the cloth drapes coming over the front, adds a nice touch of elegance.
Can't wait to see the final textures
Here is a small update on the texture of the ship. Hopefully I can finish the texture by tomorrow night and have everything ready before the 13th
heres a suggestion for the pose.
How about have him pointing forwards,with the shoulders turned slightly behind,mouth open and maybe even tilt the hover craft slightly forward to give an idea of thrust or speed.
Im thinking along the lines of a "CHARGE","Go GET EM BOYS"...or a "KILL THE MOFOS!!" shout
again nice work.
john
Here are the links to those two shaders, give it a try and let me know how it works out for you
js_normalmapper
www.pixero.com
headus
http://www.headus.com/au/samples/norm-MR/download/killeroo-poly-norm-MR-mb.zip
[edit] Mental ray doesn't make that much difference unless you use FG or GI, but I figured that normal map in both looks crappy till you add specular and color, then it starts looking better [/edit]