ideas on a color scheme would be nice, i have no idea where to go yet... maybe darkred/steel or black/steel with a little gold? dunno yet.
crits/comments welcome!
laying out muscle work. I'm trying to make it into a bust similar to comic characters. All done in Zbrush so far. Probably add more tentacles to mouth area as well. Not enough yet I don't think.
spent an hour screwing around modeling this and putting in unreal for fun this morning. The model and texture was done in zbrush and then optimized and UV in max. Final model came in at 570 tris for the up close model The farther lod one will probably be just a box with chamfered edge. The textures are all 512x512 with the third one being emissive mask, Specular and reflection each in the RGB channel.
The render setup is the standard light in modo + GI activated, that's all , quite fast and easy (i didn't touch anything else than turn on GI). The render was only a few seconds at 800x600.
stupid max wont bake aos right... when i use skylight and light tracer, it doesn't use my normals. when i use the mental ray setup, only half of the objects get baked for some reason.
Are the UVs mirrored? Are the mirrorved/overlapping UV island out of the 0,1 UV range for baking, if the UVs are mirrored?
Are you using the cage to bake them? We need more details for more help.
Also, see if the UV islands that aren't baking (assuming it's not mirrored) see if they're flipped, as that's something with Mental Ray, where flipped UV islands do not project correctly).
I saw WALL-E this evening.. I guess you can say I was inspired. Such an amazing film.
There's some stuff I need to fix yet..The model is not quite accurate proportions, and I need to nail the material a little better.. but I'm done for tonight.
slum: Looks awesome. Might want to use a cube/sphere map though, since it's not very fitting of either area of WALL-E. Also, when you're done with that, can you get me a 1680x1050 of it? :P
@Racer445: This works for me - go into sub-object mode of the object you want to bake, select all polygons then hide them. This still leaves the projection mapping and lets you bake.
GCMP: I agree with Japhir, you have really big pixel density in very small piece of the model.
You have a lot of space in the map where your stones are. You could easily throw everything those flowers use in that map(and scale them down while you're at it). And you should cut down the polygon usage on the flowers as well(and perhaps throw some of those saved polygons on the stone base thing). Again they're a minor detail and they have much larger polygon density than the whole stone thing(which is more visible).
With the flowers you could probably get away with a plane and a 3/4 sided cylinder. Or four tris in a X formation, if you want some shape there.
Your stone textures also have a more sci-fi panel thing going on than a stone construction. I would remove those bevels entirely and create a base that look a lot more like stone. Maybe work with some rocks that haven't been carved out so meticulously and construct the grave out of square blocks.
the mouth area has very cool shapes, but it's all pretty undefined still. It looks very good but i think it could do with some more sharpness and cleanness.
keep it up buddy!
yeah shimmer that looks awesome. maybe pinch on the necklace a bit so its not so much a intense vain hehe. keep it up i love the style and feel of this top bust. u gonna texture it in zbrush at all?
i got the ao maps working right, i'll finish it tomorrow morning... way too grunged up right now. added a spec map too. need to bake my lighting gradient as well.
the label on the front is a photo, a poor one at that. i'll make the whole thing from scratch likely for fun later.
Been busy with the NEW JOB! (Big Thanks to Low Odor for Helping me out with that). So this thing has been sitting on the back burner for a while . Heres my Zombie Cowboy.
Replies
More WIP'n. Any thought on how to make the thatching not suck? :P
Game's finished. Will be releasing it after the contest at eegra.com wraps up.
ideas on a color scheme would be nice, i have no idea where to go yet... maybe darkred/steel or black/steel with a little gold? dunno yet.
crits/comments welcome!
laying out muscle work. I'm trying to make it into a bust similar to comic characters. All done in Zbrush so far. Probably add more tentacles to mouth area as well. Not enough yet I don't think.
letz c...
Starting to get some stuff in Unreal 3; using my laptop so I haven't been able to mess with shaders really, and it's slow going with the light setup.
It's one of my multiple designs in 3d
I've got the body modelled too, still working in fine polygonal details! yeah
As always... Modo for all ¬¬
The render setup is the standard light in modo + GI activated, that's all , quite fast and easy (i didn't touch anything else than turn on GI). The render was only a few seconds at 800x600.
Should hit upper body before Monday hopefully
Just the base mesh right now, clocking in at 6066 tris. Going for a budget of 10,000 tops.
Do you haver a concept on ya sef?
stupid max wont bake aos right... when i use skylight and light tracer, it doesn't use my normals. when i use the mental ray setup, only half of the objects get baked for some reason.
any ideas?
Are you using the cage to bake them? We need more details for more help.
Also, see if the UV islands that aren't baking (assuming it's not mirrored) see if they're flipped, as that's something with Mental Ray, where flipped UV islands do not project correctly).
I saw WALL-E this evening.. I guess you can say I was inspired. Such an amazing film.
There's some stuff I need to fix yet..The model is not quite accurate proportions, and I need to nail the material a little better.. but I'm done for tonight.
You have a lot of space in the map where your stones are. You could easily throw everything those flowers use in that map(and scale them down while you're at it). And you should cut down the polygon usage on the flowers as well(and perhaps throw some of those saved polygons on the stone base thing). Again they're a minor detail and they have much larger polygon density than the whole stone thing(which is more visible).
With the flowers you could probably get away with a plane and a 3/4 sided cylinder. Or four tris in a X formation, if you want some shape there.
I hope this helps.
Everything looks great,
XNORMAL
Here is where i am at, normal mapped. 3300 tris
Pretty much everything is mirrored
keep it up buddy!
random sculpting...
also concept is attached
wip of some ogre-ish model I'm working on.
not really satisfied with the way the head is heading (harhar, pun) right now
the label on the front is a photo, a poor one at that. i'll make the whole thing from scratch likely for fun later.
almost done with fuzzeh
[Wires]
http://www.emptyworks.com/Gallery/Zombie/ZombieOrtho.jpg
[EDIT]
Well just blocking the hair. The similarities with Johny's hair dress is astonishing....