Its coming along good, but it still doesn't look menacing. Something about it doesn't seem to fit. It looks less like an insect, and more like a guy with some tusks. I would suggest going over some images of insects for reference images, and then making some revisions based on those features.
Rollin - Agreed, done. I'll post an update a bit later once I've got more to show
Dread_Reaper - The "guy" is a "guyette" I am trying to maintain an overall human feel to the face seeing as the body is mostly arachnid. I also wanted a hint of sexy in there (the lips, hope it works out). I still have to mudbox it all and add details for the normal map.
Thanks again to everyone who's stopped by, I'm loving working on this and you guys have all helped out
Dunkie Jaco dis good om n ander suid afrikan te sien op polycount (sorry bout the grammar, its been over 10 years since I spoke the language I am origionaly from Zimbabwe btw)
Basemesh for the armor
Sitting at 5964 tris I'll optimize a bit more and try and scavenge enough polys for a forarm guard too to finish off the look. I'll add the details in the normal map.
OK, I have been doodleing in mudbox to get a feel for it and this is what I got when I tried to bake a normal map.
I exported the mesh from max as an OBJ with preserve uvs in quad, tri and poly modes and all give me the same mess when I edit them in mudbox and try to bake a normal map... I'm pretty sure its something I'm doing wrong when exporting the base mesh. What am I doing wrong
Yay! Nog 'n Afrikaner!
A tip for the armour, try using the shell modifier to give it some thickness.
I wouldn't reccomend using mudbox for baking your normals, as rollin said.
Also I just noticed that spiderwoman is looking a bit wide, try making the torso and head less wide/longer.
Keep it up my fellow afrikaner, dit lyk goed!
Ja ek het na rollin se link gekyk en dis nie swak nie.
The issue is with my export from max, the uv's are coming out all messed up (flipped normals) and no matter what setting I use to export it comes out all wrong...
[edit]
OK, the uvs are all messed up even when I reimport the obj in max. I'm trying to convert to editable mesh now and unwrap it like that and see how it goes. I read about that somewhere...
[edit 2]
That did it took me long enough to figure it out
Thanks, I figured it out. The "export selected" function was messing it up. I deleted everything but the thing I wanted to export and exported it the normal way. All is ok now.. I think.
anyway, heres a little mudbox doodle, nothing permanent, just getting a feel for the tools.
Redone my armor lowpoly without any tris, the breasts were pinching horribly in mudbox..
Not bad for my first purely smoothing group smoothed model
I am going to redo the legs with a bit more style tho, round looks crap...
I have learned 2 very important lessons with this model.
1. I need to learn to draw better so I can come up with concepts and actually have a planned direction to take.
2. mudbox doesn't like too many polys intersecting at one vertex..
haha Im from Durban Kwa-Zulu natal just moved to england 2 years ago still missin it, anyway... yeah Ive never had a normal map like that, is it set to tangeant ? are you using the application supplied ray depth?
it usually works for me with the default settings given by mudbox and tangeant and 16bit tif normal map.
nice but bit wired to look at ... some more clearly worked out muscle structures(even stylised) would help the eye a bit more than these bit random pictures lines and dots all over
and your max-render problem: seems you have to invert the (i guress) green channel of the normal map
hope this helps
Thanks for all the comments guys, you have all really helped me push this
I'm just dumping a displacement map into the bump slot atm, it works OK and I generated both the displacement and the normal map at the same time so I can always put the normal map on later. How would I use a normal map in max? Is there a shader I should be using?
Still working on it I realised I had gotten trapped by my concept and decided to fix that. Who says she has to have a spidery head? She IS a alien afterall Anyway, I freed up about 500 tris by going this way, now I can use those to add some detail to the legs
You've been constantly improving from the start, it's starting to look pretty nice now!
I still think she's a bit wide, the body especially. But that would be easier to tweak on the low poly.
Keep it up!
hey man, I know we're running out o' time but I think it would really add to the piece strapping a few more bits of armour to her - maybe the tops of the upper legs, a bit on her lower front and a bit on the spider bulge at the back.. just to tie it all together. its looking good but imo that would boost it some more
Thanks for dropping in Rooster and yeah, I agree, I just have to try and scavenge some polys to add some extra bits. I am already adding a bracer and an armband on the right arm, I'll do my best to add something neat to the butt.
Anyways, heres the texture for the body, I think I'm done but crits are welcome.
I have time for this, I have nothing else to do till after the deadline. I made sure I cleared all my contracts and such when I entered
Thanks for the reffs Rollin, they helped a lot, I also had a look for a few more.
Heres my new body armor I also fixed up the leg textures quite a lot.
And heres another angle on the overall model. I still have to finish up the armband and bracer and then I'll just have the head and torso to normal map. I'm not looking forward to making the highpoly of the head
I like the new armour. The texture is looking a bit strange though, it looks like ground or grass with some out-of place stripes. You should try to describe the surface a bit better, is it hard, like a crab, furry like a tarantula, leathery? etc.
There's also some obvious mirroring along the centre of the spider's body.
Try black, or a colour similar to that of the woman's skin as a base for the texture. And consider adding some nice bright primary colours, insects/spiders/animals often have these colours on them to show that they are badass.
Also use a different colour on the bottom of the abdomen; it will add some visual interest.
Keep it up!
Hehe, you posted an update as I posted my crit of the previous version, this one looks much better, but some of my crits are still valid. Some of the texture still looks a lot like grass/ground.
OK, I have decided to redo my textures alltogether. Heres why
My first ever normal mapped head I have been working on this for 2 days and I think I'm going to call this done. I will need the rest of the time to make my weapon and texture everything, plus I still need to finish modeling the arm stuff. I think I will be able to finish on time though
Scratch that, I did some more work on it and managed to get the details in from the highpoly I wanted (I had edited the normal map and deleted them because they didn't come out well on the one above).
Heres the final head.
Much better
[edit]
Pulled my second highest sub into max, applied smoothing groups, adjusted my cage and.....
Done the eyes (thanks Poop for the awesome tuto )and tweaked the spec a bit, now to add all the fine detail like on the lips and around the eyes/nostrils.
I was just going to finish this off with textures but now I can make highpolys of all the bits I didn't get to before
I am REALY enjoying mudbox, I downloaded it for this competition hoping it would be easier to use than Zbrush and man I'm regretting I ever baught Zbrush. This is just so cool
Replies
-Dread_Reaper
Rollin - Agreed, done. I'll post an update a bit later once I've got more to show
Dread_Reaper - The "guy" is a "guyette" I am trying to maintain an overall human feel to the face seeing as the body is mostly arachnid. I also wanted a hint of sexy in there (the lips, hope it works out). I still have to mudbox it all and add details for the normal map.
Thanks again to everyone who's stopped by, I'm loving working on this and you guys have all helped out
MUDBOX RULES, its so much easier to use than Zbrush. I have the free trial but I'll be purchasing this one for sure
Well here it is.
Meshsmoothed version, just cuz it looks cool
The concept is nice to, it has a Spider(wo)man feel to it.
Basemesh for the armor
Sitting at 5964 tris I'll optimize a bit more and try and scavenge enough polys for a forarm guard too to finish off the look. I'll add the details in the normal map.
I exported the mesh from max as an OBJ with preserve uvs in quad, tri and poly modes and all give me the same mess when I edit them in mudbox and try to bake a normal map... I'm pretty sure its something I'm doing wrong when exporting the base mesh. What am I doing wrong
but never baked with mudbox.. maybe there are other which could help you more if this doesn´t help
ben poopinmymouth´s normalmap workflow out of max
klick
A tip for the armour, try using the shell modifier to give it some thickness.
I wouldn't reccomend using mudbox for baking your normals, as rollin said.
Also I just noticed that spiderwoman is looking a bit wide, try making the torso and head less wide/longer.
Keep it up my fellow afrikaner, dit lyk goed!
The issue is with my export from max, the uv's are coming out all messed up (flipped normals) and no matter what setting I use to export it comes out all wrong...
[edit]
OK, the uvs are all messed up even when I reimport the obj in max. I'm trying to convert to editable mesh now and unwrap it like that and see how it goes. I read about that somewhere...
[edit 2]
That did it took me long enough to figure it out
anyway, heres a little mudbox doodle, nothing permanent, just getting a feel for the tools.
Looks like this in the bumpmap slot
How do I make it render nicely in max?
Tomorow is highpoly day
Not bad for my first purely smoothing group smoothed model
I am going to redo the legs with a bit more style tho, round looks crap...
I have learned 2 very important lessons with this model.
1. I need to learn to draw better so I can come up with concepts and actually have a planned direction to take.
2. mudbox doesn't like too many polys intersecting at one vertex..
Still just a doodle though I quite like it
If no one has any crits I think I'll keep it like this, it looks so cool
haha Im from Durban Kwa-Zulu natal just moved to england 2 years ago still missin it, anyway... yeah Ive never had a normal map like that, is it set to tangeant ? are you using the application supplied ray depth?
it usually works for me with the default settings given by mudbox and tangeant and 16bit tif normal map.
Yeah I found a tuto on porting normal maps from mudbox to max so I'm happy now I had it set to object not tangent...
Another texture, just having some color fun before bed.
Texturing is my favorite part of modeling
Nice sculpting and textures! I prefer the first one, It looks like skin and flesh, very lekker!
Yay more South-Africans! looks like I'm the only one still in South-Africa though...Ged, ek bly in Kwa zulu natal!
I love mudbox, I just used stencils and then added depth with the regular paint tools
Ek bly in Bulgaria met my vrou
and your max-render problem: seems you have to invert the (i guress) green channel of the normal map
hope this helps
I'm just dumping a displacement map into the bump slot atm, it works OK and I generated both the displacement and the normal map at the same time so I can always put the normal map on later. How would I use a normal map in max? Is there a shader I should be using?
Crits would be great I think this one looks a bit more alien and less genetic mistake...
Havn't done much, first few hours out of bed in two days...
I've started unwrapping it all now and will be on to mudbox soon to work in the details, damn gut permitting.
I still think she's a bit wide, the body especially. But that would be easier to tweak on the low poly.
Keep it up!
Lowpoly full body shot
This is just the lowpolly base for it. Unwrapped and ready for highpolification
Jackablade - As you can see, I took your advice on the palps
Heres the armor all normal mapped and preliminary textured
Now I'm getting to work on the arms and torso normal map.
Crits or ideas for texture improvements on the armor would be great.
Anyways, heres the texture for the body, I think I'm done but crits are welcome.
I have time for this, I have nothing else to do till after the deadline. I made sure I cleared all my contracts and such when I entered
Polycount FTW
atm you only use very tiny details and pattern
and if you start texturing the legs, these pics also show how spiders pattern there legs
keep on and search for more spider pic refs!
1
2
3
something else
4
Heres my new body armor I also fixed up the leg textures quite a lot.
And heres another angle on the overall model. I still have to finish up the armband and bracer and then I'll just have the head and torso to normal map. I'm not looking forward to making the highpoly of the head
There's also some obvious mirroring along the centre of the spider's body.
Try black, or a colour similar to that of the woman's skin as a base for the texture. And consider adding some nice bright primary colours, insects/spiders/animals often have these colours on them to show that they are badass.
Also use a different colour on the bottom of the abdomen; it will add some visual interest.
Keep it up!
Hehe, you posted an update as I posted my crit of the previous version, this one looks much better, but some of my crits are still valid. Some of the texture still looks a lot like grass/ground.
My first ever normal mapped head I have been working on this for 2 days and I think I'm going to call this done. I will need the rest of the time to make my weapon and texture everything, plus I still need to finish modeling the arm stuff. I think I will be able to finish on time though
Heres the final head.
Much better
[edit]
Pulled my second highest sub into max, applied smoothing groups, adjusted my cage and.....
Makes me feel all warm and fuzzy inside
Thanks to poops normal map workflow tuto.
I decided it would be best to start with the head and flesh out my color scheme there. Heres what I have so far.
Crits would be great, I've never textured a non human before so I'm kinda just feeling my way through this one.
Done the eyes (thanks Poop for the awesome tuto )and tweaked the spec a bit, now to add all the fine detail like on the lips and around the eyes/nostrils.
I was just going to finish this off with textures but now I can make highpolys of all the bits I didn't get to before
I am REALY enjoying mudbox, I downloaded it for this competition hoping it would be easier to use than Zbrush and man I'm regretting I ever baught Zbrush. This is just so cool
Still, its better than nothing and I'm learning as I go.