This is my first attempt to create something in Mudbox. It started out as something to test the program out, maybe model the hand. Then I got hooked, before I knew it I had this...
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I dig that, it actually reminds me of something that would fit into the "Men in Black" series.
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Carlos haunte did the Character design for Men in Black series.
I think you did a great job, if I were to say anything it would be the silhouette, the model lacks some of the curves and flow, though it's not posed so it might not be revelant
-I agree, this had to been one of the concepts for MIB.
-Hah, boxers or some cut off shorts maybe.
-Ill try to have the low poly with materials posted tonight. I'm having a hard time figuring what to do with the color, hum guess we'll see when it gets there.
wow it looks really great! i dig it .
could you explain your typical workflow for doing this?
Do you use this one...
- quick modeling in max
- sculpting Hi-res in mudbox
- import hi-res in max
- building lowpoly on top of the hi res
- baking Normal Map
- baking AO
- baking SSS
- Texturing in Phothoshop
- Real-time rendering.
And wondering also which is the polycount of your hi-res mesh ?
That sounds close. The poly count for the mudbox model was about 5 million, then i polycrunched it down to about 1.3 million polygons. When using polycrunch you want to get that count down to about 25% of the original. It should still have all the detail in there even at that much.
If i asked you how much polygon was your hi-res, it's because i can't import a mesh inside max which is over 500.000 poly.
I didn't know Polygon Cruncher, i'll give it a try.
What about baking AO and SSS? If you do that, could you explain how you manage to get those map... do you setup a specific scene ( lighting setup, etc..) to bake these map?
Collings - Is Max running out of memory at only 500k ? To answer your texture bake question : Yeah I usually bake a skylight into my diffuse with projection on to get all those great AO shadows out of the high poly model. I believe it's a great starting place. Just be sure you don't over use it, because it can start to fight the normal map. It wouldn't make since to bake SSS. You have to use an actual SSS material.
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Collings - Is Max running out of memory at only 500k ?
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well no, i can import a obj with 500k, then i put an optimized modifier on it set to "off" in render. After that i can import another one with 500k etc...
But it will be impossible for me to import an obj with 1.5 million. I'm still on max 8 though.
collings : I can import meshes with more than 3 millions triangles in max without any problem (and no we don't have NASA computers @ work )
Did you try to play with obj import options? If not, give it a try with all options unchecked exept maybe "Rotate Model". You don't really need (in the case of you just want the highpoly for some backing operations) of all these smooth groups, unify, normal, texture coordinate options.
Did you try to play with obj import options? If not, give it a try with all options unchecked exept maybe "Rotate Model". You don't really need (in the case of you just want the highpoly for some backing operations) of all these smooth groups, unify, normal, texture coordinate options.
Hope it helps
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Hi Renaud, I never tried to play with that. i always let the setting by defaut . I'll give it a try. Thank you man
I think you need to drop the red saturation over all a bit. Add a bump to the dark spots on him. Make the gums pinker, and up sss on them. On the whole thing add alot of noise via grunge maps. Kill the spec on the pants. Maybe even try changing the sss colors to greens/yellows for his skin.
pretty damn cool. maybe you could do a little more with the texture though, some more color variation through out the body, just slight purples, reds and blues and what not...and also maybe fuck up the teath more, and the gums...its pretty damn cool though, good job.
i love to use metal/bare and the 6th one.
Then move the hue around to change it to your needs. It well give you some nice random color variation. Its all about adding that extra level of detail.
Replies
I dig that, it actually reminds me of something that would fit into the "Men in Black" series.
[/ QUOTE ]
Carlos haunte did the Character design for Men in Black series.
I think you did a great job, if I were to say anything it would be the silhouette, the model lacks some of the curves and flow, though it's not posed so it might not be revelant
Seems he wears boxer shorts!?
-I agree, this had to been one of the concepts for MIB.
-Hah, boxers or some cut off shorts maybe.
-Ill try to have the low poly with materials posted tonight. I'm having a hard time figuring what to do with the color, hum guess we'll see when it gets there.
could you explain your typical workflow for doing this?
Do you use this one...
- quick modeling in max
- sculpting Hi-res in mudbox
- import hi-res in max
- building lowpoly on top of the hi res
- baking Normal Map
- baking AO
- baking SSS
- Texturing in Phothoshop
- Real-time rendering.
And wondering also which is the polycount of your hi-res mesh ?
Looking forward to see next updates
I didn't know Polygon Cruncher, i'll give it a try.
What about baking AO and SSS? If you do that, could you explain how you manage to get those map... do you setup a specific scene ( lighting setup, etc..) to bake these map?
Update of the Creature...
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Collings - Is Max running out of memory at only 500k ?
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well no, i can import a obj with 500k, then i put an optimized modifier on it set to "off" in render. After that i can import another one with 500k etc...
But it will be impossible for me to import an obj with 1.5 million. I'm still on max 8 though.
collings : I can import meshes with more than 3 millions triangles in max without any problem (and no we don't have NASA computers @ work )
Did you try to play with obj import options? If not, give it a try with all options unchecked exept maybe "Rotate Model". You don't really need (in the case of you just want the highpoly for some backing operations) of all these smooth groups, unify, normal, texture coordinate options.
Hope it helps
i think the gums are a little too red though
Did you try to play with obj import options? If not, give it a try with all options unchecked exept maybe "Rotate Model". You don't really need (in the case of you just want the highpoly for some backing operations) of all these smooth groups, unify, normal, texture coordinate options.
Hope it helps
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Hi Renaud, I never tried to play with that. i always let the setting by defaut . I'll give it a try. Thank you man
edit:: nice it works
http://www.cgtextures.com/
i love to use metal/bare and the 6th one.
Then move the hue around to change it to your needs. It well give you some nice random color variation. Its all about adding that extra level of detail.