Looking sweet, Vahl, though the tattered edges kind of bother me; they look out of place next to the clean, non-worn upper parts. Maybe just make the edge look a little threadbare instead of really torn up?
after watchigntoo much batman the animated series box set and finally getting some timeto work on my stuff..i decided to sart the hall of justice bruce timm style... hope you guys like it so far...
Modeled/Sculpted/Low-Polyd/Unwrapped/Textured this today and last night in my spare time. 1,110 tris, and a 4096x2048 diffuse/normal/spec (I know, I know, a little high-res ) I could remove a bunch more tris without effecting the shape much, but right now, it's fine as is.
The inside is just reused texture space, as I plan on putting "stuff" inside of it, so I do not have any UV space dedicated to the inside, so the outside is as high-res as possible for now.
lil high rez? more like really high rez! the texture size I mean.
Nicely done, Frozan, you are going to win hands down. Sorry for the huge image, but here is my [unfinished] entry. Alot of fun, and I'm going to finish it. Learned alot.
hey all, this is a character i had to make for my multimedia course. we could make anything we wanted but we had to get it into the game Unreal Tournament 2004 with our own animations
I've always wanted to do a 3d model of Jack Black. With all the Kung-Fu Panda stuff going around at the moment, it got me thinking about it again, so here goes. Taking it at a fairly leisurely pace. I'm new to zbrush, so this is a fun way of learning the tools.
For a dumpster? For all texture layers of a dumpster? No they don't. And don't use that as an excuse. If you want to practice, practice using realistic texture sizes and non of this high-res malarkey. That will teach you nothing.
@vahl: very nice, i'd try to paint a edge with more volume on the outer rim of his hoody though, right now it's just to obvious a polygon edge, a black edge might not be realistic, but would give it a bit more depth and a less lowpoly look
@jonathan: yeah sure but unreal also compresses those textures pretty hard so you don't have anything from your gigantic texturesize... how much content do you plan on having on the screen? 4k map for the dumpster is definitely a big waste of ressources, no matter if you'll use it for a game or not
This is turning into a silly debate over a dumpster but the thing is you will not see a dumpster or almost any object for that matter that has a texture of 4k, even 2k by 4k in a -shipped game-. It would be a waste of resources and would be the first thing to get shrunk down in an optimization pass.
@snake85027, jason lavoie, razorb & frozan, thanks! @frozan; yeah I want to do a whole room/scene with a similar theme.
Ideally I'd like to take it to an entire level but I'm waiting till I've more variation to my name before that.
@Ruz; cheers man, now you mention it, it does look flat.
I checked, and my detail normal overlay was killing the depth in my normal map, so I've gone back and fixed the shader, deepened the normal map, added a bit more contrast to the edges on the spec map. lol, so not much then.
Hopefully its fixed the problem, I'm going to wait and see what happens when they're in a scene and more realistic lighting isnt over-blooming the planes.
@Vahl; that is looking great man, which era is this one from? Couldn't see under his cloak. That second shot is sweet.
Edit: Anyone got any documents/tutorials on UE3's post processing, in particular the High/Mids/Shadow variables? I thought they'd be RGB but thats not the case, and I'd like to not go blind.
Jon, if its just a 'test' than why bother posting it for critique?
We're here to help and many of us have years experience of working within REASONABLE budgets so posting something like that, with that high res of a texture, really encourages us to show you that you're working unreasonably. "Test" or not.
Everyone else: He's learning his ways and if he really is 'testing' something, let's leave him be and comment on those who actually want it
Jon, if its just a 'test' than why bother posting it for critique?
To be inspired Adam! This has motivated me to work harder on my dumpster textures.
Good job man! Awesome test, I can't belive it worked! Amazing! I guess when it comes to texturing, bigger really is better! thanks for posting!
Jonathan you must have done something wrong when you resized the textures. Try use the bottom resize option in the tab menu in the resize window if you are using photoshop. (If you haven't already) I just think there shouldn't be much difference but there is in the small images u posted. (this I have had to do some times and it gives me better results than the normal downsizing default)
Also I don't think dumpsters got paint on the inside, just metal there. (but its possible also of course)
looks good but there could be some more interesting stuff going on in the textures like dirt, not just the wear on the paint.
Yes, you're right. It needs perhaps some stickers, dirt, etc. Thanks for the critique (note: some of you complainers above weren't critiquing, you were crying "Burn the witch").
Thanks for the info.
I'll post a better more game-happy-res version when I'm done. Oh, and as for resizing, I chose "Bicubic Sharper" for the settings. Do you know of a better way? From what I understand it's better to texture at-res instead of higher then shrinking down, so you're making each pixel count (being efficient), so I guess I'll recant of my 4k textures.
To be inspired Adam! This has motivated me to work harder on my dumpster textures.
Good job man! Awesome test, I can't belive it worked! Amazing! I guess when it comes to texturing, bigger really is better! thanks for posting!
before crying out about your mistreatment maybe you should take a step back and try to realize just how silly you arguing that this would be acceptable in any sort of capacity is, i mean you're telling epic employees(tinman) what practices his own company uses as example, when this is clearly not the case. Pretty hilarious.
@Jon: Texture size and e-peen aside...the texture itself really isn't selling me. I'm sure I have this base in my texture library at home. It really does come off as a photo source just box mapped on...even though I notice that you did wear and tear the edges in some areas. Take some time to step back from this, get some more source, and start mixing it up a bit. Think about how/where this metal would rust and try placing it intelligently. Objects like this are often scratched to all hell, but they normally have some sort of rhyme and/or reason for their scratches. Hope this helps.
benclark - had to have another look at your model, very sophisticated, it makes me dribble.
Jonathan - yeh that IS one huge texture. I've been advised to cut down my texture size and amount of maps used for certain assets but mine are a maximum of 1024x1024. Try using multiplied ao to hide downsized texture quality loss.
benclark - had to have another look at your model, very sophisticated, it makes me dribble.
Jonathan - yeh that IS one huge texture. I've been advised to cut down my texture size and amount of maps used for certain assets but mine are a maximum of 1024x1024. Try using multiplied ao to hide downsized texture quality loss.
Thanks. I guess I should have listened better. Pardon any pedantic posts earlier.
Oh no, look, a 2k dumpster, in Gears, who'd ever thought.
Overall a very good prop, now that you've made the texture size somewhat reasonable.
More spec on the paint, more spec on the metal.
Dumpster paint is somewhat glossy, the whole thing needs a sheen -- to separate the materials, the metal should be brighter and most likely a different color. Also put that wear into your spec a bit clearer, and tone it down in the diffuse -- it looks ridiculous at the moment, smudging and grime is meant for spec.
It looks nice, but my AD and the LD lead would probably flip if they saw the usage.. I dunno. Keep going anyway. The worst thing anyone can do is stop. :P
Try using a 128 pixel per meter ratio, it's a standard in some places....
Yeah casey! feeling inspired by hollywood? Somthing that jumps out at me straight away is the cheek fold that goes from the nose down (no idea what thats called). It seems too thick and like a band of rubber instead of a fold of skin.. otherwise pretty solid dude!
Finally jumping back into some Digital work, started this up earlier in the evening.
Anyway, it's a minor character from The Venture Bros, named Tiny Attorney (Who is a satire on Quato from Total Recall). I'm obviously not obtaining the pure style from the show, but I'm keeping it fairly close.
Starting with the highpoly version of the little part( clothes will come soon.)
Replies
too specy, needs moar detailz, needs lill' chain, too rigid because will have cloth sim applied, etc...
Those ill-positioned legs are bugging me tho XD POSE HIM ALREADY
EDIT:
Agree with swizzle
lil high rez? more like really high rez! the texture size I mean.
are you planning on making more to the scene?
heres my latest.
playing with posts
Really? that texture size is simply ridiculous for a dumpster.
Vahl : enough teasing finish it !
monkeyboy_garth - good start on the likeness
For cinematic models? Maybe.
For a dumpster? Definitely not.
A 1024 is already too large.
@jonathan: yeah sure but unreal also compresses those textures pretty hard so you don't have anything from your gigantic texturesize... how much content do you plan on having on the screen? 4k map for the dumpster is definitely a big waste of ressources, no matter if you'll use it for a game or not
a 5mb dumpster!
@frozan; yeah I want to do a whole room/scene with a similar theme.
Ideally I'd like to take it to an entire level but I'm waiting till I've more variation to my name before that.
@Ruz; cheers man, now you mention it, it does look flat.
I checked, and my detail normal overlay was killing the depth in my normal map, so I've gone back and fixed the shader, deepened the normal map, added a bit more contrast to the edges on the spec map. lol, so not much then.
Hopefully its fixed the problem, I'm going to wait and see what happens when they're in a scene and more realistic lighting isnt over-blooming the planes.
@Vahl; that is looking great man, which era is this one from? Couldn't see under his cloak. That second shot is sweet.
Edit: Anyone got any documents/tutorials on UE3's post processing, in particular the High/Mids/Shadow variables? I thought they'd be RGB but thats not the case, and I'd like to not go blind.
We're here to help and many of us have years experience of working within REASONABLE budgets so posting something like that, with that high res of a texture, really encourages us to show you that you're working unreasonably. "Test" or not.
Everyone else: He's learning his ways and if he really is 'testing' something, let's leave him be and comment on those who actually want it
To be inspired Adam! This has motivated me to work harder on my dumpster textures.
Good job man! Awesome test, I can't belive it worked! Amazing! I guess when it comes to texturing, bigger really is better! thanks for posting!
Also I don't think dumpsters got paint on the inside, just metal there. (but its possible also of course)
looks good but there could be some more interesting stuff going on in the textures like dirt, not just the wear on the paint.
butt_sahib thats hot!
Thanks for the info.
I'll post a better more game-happy-res version when I'm done. Oh, and as for resizing, I chose "Bicubic Sharper" for the settings. Do you know of a better way? From what I understand it's better to texture at-res instead of higher then shrinking down, so you're making each pixel count (being efficient), so I guess I'll recant of my 4k textures.
Poor 4k dumpster.
that better be sarcasm i smell?
Flickr is your friend:
http://farm2.static.flickr.com/1389/1470269633_cbb0feaf54_b.jpg
http://www.flickr.com/photos/mikeporcenaluk/127189352/
Jonathan - yeh that IS one huge texture. I've been advised to cut down my texture size and amount of maps used for certain assets but mine are a maximum of 1024x1024. Try using multiplied ao to hide downsized texture quality loss.
Thanks. I guess I should have listened better. Pardon any pedantic posts earlier.
Oh no, look, a 2k dumpster, in Gears, who'd ever thought.
More spec on the paint, more spec on the metal.
Dumpster paint is somewhat glossy, the whole thing needs a sheen -- to separate the materials, the metal should be brighter and most likely a different color. Also put that wear into your spec a bit clearer, and tone it down in the diffuse -- it looks ridiculous at the moment, smudging and grime is meant for spec.
http://boards.polycount.net/showthread.php?p=818791#post818791
Just had a stressful few days.
Try using a 128 pixel per meter ratio, it's a standard in some places....
-caseyjones
wip
Anyway, it's a minor character from The Venture Bros, named Tiny Attorney (Who is a satire on Quato from Total Recall). I'm obviously not obtaining the pure style from the show, but I'm keeping it fairly close.
Starting with the highpoly version of the little part( clothes will come soon.)
For those who don't know what the character looks like:
http://mantiseye.com/img/caps/113/scr07.jpg
http://mantiseye.com/img/notes/113_jackson.jpg
I'm thinking about spicing it up a little more and make him more asymmetrical.