Im making this guy for a university module. I plan on making a low poly normal mapped model. Ive never made a high poly character model in max before so this should be interesting, I'll try and keep the final model well below 5000 polys...but I am still a bit of a noob. Heres my concept for now. Proportions are a bit off...meh
theres a screenshot of the model coming soon. Dominance war has inspired me, so sad I cant enter with all this uni work to do.
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Keep it up, looks promising.
I would avoid booleans for the most part but ProBooleans is totally sweet
nevermind...i didn't realize it was an extension.
Heres the High poly so far. Ive got no idea how I could make all the little holes and details neatly
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If you're rendering for a normal map, a lot can be handled by separate floating pieces.
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Heres the High poly so far. Ive got no idea how I could make all the little holes and details neatly
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If you're rendering for a normal map, a lot can be handled by separate floating pieces.
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Hey thanks people, I am using this for a normal map so Ive got a lot of seperate floating parts at the moment, Im not too keen on subdiving most of the parts as I loose some of the sharpness and shape of the armour.
I will probably use booleans in the end cause this is only for a normal map anyway. The wires will look like spaghetti but hey it will probably bake the map I want.
another question..what effect do smoothing groups have on the normal map render to texture, will it look strange if I dont have meshsmooth or a lot of subdivisions?
Ive just tried using nurbs subdivision on the whole model and it looks alright I guess, anyway heres the highpoly so far. Im thinking of taking it into mudbox and getting some details on it and adjusting the overall shape a bit :P
keep it up!
Also Im using a bump map on top of the normal map for extra details but its looking a bit messy(especially the shoulders) is this a bad idea?
anyway heres the latest, a screenshot from the max perspective window. Oh and I forgot to say it also has an emissive map. Anyway Im not limited to a polycount or map limit for this university assignment so Im just having fun.
Also the boots are too boxy, they look like bread loaves, not a good idea for a pilot.
Keep it up!
You can cut more polys into the model anytime you wont. It wont screw up the UVs.
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really?? Ive never tried that...I was too scared lol it is hard to tell what might happen when I try things.
Another thing...I didnt want him to look to much like a traditional pilot as this guy basicly drives a mech...so I was thinking evangelion meets quake4 sorta thing
as for the boxy shoes, thats just my noob lowpoly skills showing hehe. This is my first normal mapped character.
http://developer.nvidia.com/object/photoshop_dds_plugins.html