Time to make some normal mapped character because my portfolio is lacking a bit in that department (it has none).
I just finished highrez model, now Ill move to creating lowrez. Probably around 6k tris and 2k map.
Ze questions.
Is there anything groovy out there to do lowrez version? I might give retopo tool in zbrush a go but im not expecting much.
How does mental ray support normal maps? I mean, should I avoid mirroring or is it fine with that?
Replies
this is looking tight!!!
nice evil chicken!
cant anwser the other questions since im not normal mapped savy
The retopology tool in zbrush is nice, though a bit strange to get started with, like everything in zbrush.
As far as "groovy" tools for low-poly mesh creation, and retopologizing, I'd take a look at TopoGun. I haven't used it personally (because it's still in beta, and my portfolio... doesn't exist yet), but I've heard great things about it. Check it out.
It looks really sweet by the way!
Well my computer is 2 years old, first amd dualcore + 4 gigs of ram. However it is affected by my aura of awesomness so its speed is virtually unlimited.
That model is 6,5 milion quads (13 milion tris). I tried to keep it reasonable. I did some testing with xnormal generating normals for 9 million quads object and it did it in like a minute.
Jgarland, thansk of the link but its a beta and since im not some uber art director I won't even bother trying to apply for that. Ill try Z3 retopo tomorrow, if not I guess ill go with the manual way.
Model before sculpting. I got tired of subdivision modeling and decided to do rest of it in Z3.
Can't wait to see it textured!
-caseyjones
real sweet!
can't wait to see the beast textured.
Thanks guys.
Well my computer is 2 years old, first amd dualcore + 4 gigs of ram. However it is affected by my aura of awesomness so its speed is virtually unlimited.
That model is 6,5 milion quads (13 milion tris). I tried to keep it reasonable. I did some testing with xnormal generating normals for 9 million quads object and it did it in like a minute.
Jgarland, thansk of the link but its a beta and since im not some uber art director I won't even bother trying to apply for that. Ill try Z3 retopo tomorrow, if not I guess ill go with the manual way.
Model before sculpting. I got tired of subdivision modeling and decided to do rest of it in Z3.
[/ QUOTE ]
... X| i want a aura of awsomeness too!
at any rate, your computer seems to be 2 times better than mine, so i guess it will only take a few days to transfer maps.
I am getting trouble when i go over 2 million tris, my computer just dies and reboots and claims it has a memory loss
Thats awesome. Do i have good felling that u are preparing to change ur actual company? Cos its pretty rare to see so many works of yours, so there need to be reason
Regards.
the topology tools in zbrush are ok for laying down verts, but you'll probably want to do the fine tuning in a traditional package though.
Anyway, I rendered normal maps and baked in AO. Here is the result. Now its time to texture this sucker.
These are realtime from Xnormal, hence the awesome AA on the wireframe. But couldn't be arsed to setup render now.
/clap
Just wondering, love the work can't wait to see the diffuse.
Alright, I started texturing today and this is where I stopped. Diffuse map only. In spec slot I put AO texture for now to have something there. Painted organic parts, rest has flat colours for now. I might adjust lightness of armour/clothes later but Ill see after scrathes and specular starts. Or maybe just stronger light .
Screenshots from Xnormal:
Actually pipes are gonna be different material also.
edit: Spec map although it has most of the diffuse layers, it was done in 10 minutes at 4am so... reeelaaaaaax. There is no glos map yet.
But whats with the green stuff on the front and sides of the armor?
I can't wait to see what this guy looks like with a real spec map on him.
He need the bolts under his head to be blue/white light and a glass dome over his face for full on sexyness.
Green stuff is his mojo going through all the pipes. I don't know. Its in all joints of pipes and these "exhaust holes". Front center one is overdone though I think. Anyway, bed time .
It could do with a lil more colour though.
Looks amazing! And that's some insane resolution! I think it'd look much more presentable with some scene lighting, though. Things like that really kick it up another notch. I like where the texture is going, but it'll really tie in with a complete spec map.
EDIT: on second thought, leave the spec map, it works just fine.
Oh, and ajkdsfbhajdbgkjanakjdnkfjdKJFN YOU CRAZY NUTBAT give me your BRIANS!!!
keep working at that spec map though(yeah, i know its still a WIP), the materials are pretty ambiguous in the latest grab. But heck.. you probably know what you're doing with it, judging by your other work
Good WIP so far.
the transfer of the high res normals is about the best ive seen around.
BTW would this be going in a KFC game?
Also your portfolio rocks man, your old work is super impressive, good ol days hah!
You've got him to a high standard, and if you feel you wanted to do more I think you could push the spec on the claws/beak and maybe around the eyes (does he have eyes?)
I'd also like to see him lit with one or two strong directional lights and less ambience but its great to see him finished!