Wow, 100% amazing work dude, really, really cool. that Orc has some amazing texture detail, so fine!
And that cyborg style head is impressive, but again, its making me think why the Quake 4 enemies never looked this cool. That cold colour set just works for these kind of models, instead of bright orange, lol. Fantastic.
Nice new stuff Dave.
I feel that the normalmapped cyber-head guy could do with a more interesting diffuse/spec texture though. The metal parts are all kinda blurring into a dark mass at the moment, and the blood seems to be the same shininess as the flesh. Also the guy's eyes seem rather boring at the moment. Another pass on the diffuse/spec and maybe an additional glow map would really help this guy out.
Keep up the good work
Looking sweet Dave, I remember alot of the cool textures you were doing for D&D, you have about 20 more of those to post:) Great stuff all around, and looking forward to more cool shit down the road.
Hey Spark, a lot of the cooler textures where remixes of other peoples work, and I was uncomfortable taking credit for all the work. I will have to go through the files again and find more of the ones I was comfortable with posting.
one question. when modeling do you start high poly then reduce the poly count to produce the low poly one? or do you start low poly then subdivide to make the high poly version?
if you start high poly then go low poly what method do you use for the polycount reduction?
sorry for all the questions but i am new to character modeling and generating normal maps from high poly meshes. i use 3ds max 7 and have zbrush if you're wondering (very recently just got zbrush).
thanks!
Jarrod, since there are no really good poly reduction tools out there that keep things like edge flow and what not. It's just better to build a new low poly model around the high poly model.
[ QUOTE ]
Jarrod, since there are no really good poly reduction tools out there that keep things like edge flow and what not. It's just better to build a new low poly model around the high poly model.
[/ QUOTE ]
ah, so you make a high poly model and then make a seperate low poly one using the high poly as a template? that makes a bit more sense to me then. thanks.
Build the hi poly model first, usually using a flow suitable for subdividing up and then z-brushing.
You build the low over the high res, usually starting with the unsubdivided mesh. however you often need to reconstruct peices to work better with the final topology.
Replies
And that cyborg style head is impressive, but again, its making me think why the Quake 4 enemies never looked this cool. That cold colour set just works for these kind of models, instead of bright orange, lol. Fantastic.
Great work, really, really great!
Great Job Bro'...
I feel that the normalmapped cyber-head guy could do with a more interesting diffuse/spec texture though. The metal parts are all kinda blurring into a dark mass at the moment, and the blood seems to be the same shininess as the flesh. Also the guy's eyes seem rather boring at the moment. Another pass on the diffuse/spec and maybe an additional glow map would really help this guy out.
Keep up the good work
Spark
I agree with MoP on the Strogg bust.
Hey Spark, a lot of the cooler textures where remixes of other peoples work, and I was uncomfortable taking credit for all the work. I will have to go through the files again and find more of the ones I was comfortable with posting.
but I would have let it lie...
(only funny if you know Vic Reeves tv show)
if you start high poly then go low poly what method do you use for the polycount reduction?
sorry for all the questions but i am new to character modeling and generating normal maps from high poly meshes. i use 3ds max 7 and have zbrush if you're wondering (very recently just got zbrush).
thanks!
King of Daveness - Sick work dude! Really nice stuff.
Jarrod, since there are no really good poly reduction tools out there that keep things like edge flow and what not. It's just better to build a new low poly model around the high poly model.
[/ QUOTE ]
ah, so you make a high poly model and then make a seperate low poly one using the high poly as a template? that makes a bit more sense to me then. thanks.
Build the hi poly model first, usually using a flow suitable for subdividing up and then z-brushing.
You build the low over the high res, usually starting with the unsubdivided mesh. however you often need to reconstruct peices to work better with the final topology.