Some more progress yesterday, not happy with the lower body, will probably revisit. Rig was just a hack job to move it around a bit, not the real deal. Will clean up the chest area some. Backpack is looking cool but didn't render it out from the back. Have to do other stuff today, so will probably touch it again on Monday or Tuesday (no rush).
Holy crap there's some sweet stuff in the last few days.
Ajax, that model is amazing.
Ruz, I'm learning sweet shit through your thread in tech forums.
Not much different on this update. But I fixed a massive amount of normal issues (thanks to learning in Ruz's thread). I think the bake is finally clean enough to move on to the next step.
And the wires. It's ~4200 tri's right now. It's a bit higher than I'd like, the bird's foot part probably could be reduced. But I really like how the normals and the silhouette came out on this and I want to move on to texturing. I'm going to do the intricate details (spirals on the blades) via photoshop and cb.
I could eat off that floor cuz it so cleannn! MR. Clean! Wonderful, Absolutly Wonderful work..
If I were a Millionare video game designer I would HIRE YOU
spent a bit of time but I did alot of fixes and changes, hoping this came out better (gir still giving me hell about it!)
Apart from the first model I've seen...this is by far the biggest improvement...but the trousers seems iffy like said....Moore's Clothing Outlet might have some good references.
And the knees could use a kneecap modeled in....right now they are more or less cylinders with vertices pulled in/out.
Another small update. Added some of the fine spiral details via photoshop and cb. I was hoping for a bit more of a noisier look so I might further rough it up with some metal scratches and rust from the concept. But that'll come when I start texturing it. Just kept the high poly in there for reference.
I also shaved about 650 tri's off the birds foot on the bottom and it still maintained some nice normals. It's at 3600 tri's right now
I finally got around to working on this little guy some more. The arms are mostly done, just need to do the inner mouth,the horns and the bottom of the feet. I was thinking about having either his horns glowy and orange similar to his eyes, or some kind of glowy light coming from in his mouth, what do you guys thing? one the other, maybe both?
Totally out of the blue:
Whats a recommend texture density for next gen / third person shooter type games, on building/enviro assets? Ive kept to 1024 per 3m(sq) on a current project as I've seen it somewhere before, but I swear I've seen different suggestions also posted.
Apart from the first model I've seen...this is by far the biggest improvement...but the trousers seems iffy like said....Moore's Clothing Outlet might have some good references.
And the knees could use a kneecap modeled in....right now they are more or less cylinders with vertices pulled in/out.
Thank you very much He was a challenge to learn alot of things, but I feel the next thing I will work on will be a purely anatomical character to really understand the full understanding of muscles to bones.
Well after I finish with getting this guy into unreal and building some shader work and building his mini environment as well.
RUZ: he was rather challenging with alot of the cloth since honest to god I really dont understand wrinkles rather well but the next sculpt I want to learn more anatomy more then anything else. I want my high poly work to be as good as my low poly (Im tired of being called a polycruncher by collages/work :P )
Okay, i think i'm calling this guy complete. Got a lot of work done today being alone and all.
Done entirely by hand with a mouse in PS CS3. Might go back over some stuff if you guys have some crits.
I opted for no inner mouth glow, with a big plump tongue in its place.
EDIT: a bit of notice, i did warp the UV's on the model after i started texturing, so if you use the texture it wont match up 100% but it will still look almost the same.
Thanks for the nice words, it was a lot of painstaking work, lol.
Its all just diffuse work. Though there is a slight specularity to the model, but its uniform, and very slight. I'm glad you guys like it. I might animate him and mod it into quake 2 perhaps.
virtuosic, thats really nice, one thing that stuck out to me was the blend between the rock and the sand, thought it might look better if it went from rock-stones-sand, but its ace anyway
Virtuosic and Choco, nice work with the level art, looks great.
Racer - nice dumpster, how many different texture sheets are you using for that (you said all 512s) i think the spec could use just a tad more contrast, specially in the paint vs rust areas.
virtuosic, looks really good, but i agree that the way the terrain meets the rock cave is a little obvious. you should think about making the ground part of the same geometry as the rest of the cave and use vertex colors to blend between materials, unless this is just a small part in a large outdoor environment.
Racer - nice dumpster, how many different texture sheets are you using for that (you said all 512s) i think the spec could use just a tad more contrast, specially in the paint vs rust areas.
one for the diffuse, one for the spec, one for the normals
yeah under heavy light it gets a bit bright. i'll edit the lights a tad.
Replies
and that character's looking awesome, ivars
Its improving overall, but still have a bit of rebaking to do to fix smoothing errors, but I did learn
a fair bit about tech stuff this week( mainly that its not much fun)
Some more progress yesterday, not happy with the lower body, will probably revisit. Rig was just a hack job to move it around a bit, not the real deal. Will clean up the chest area some. Backpack is looking cool but didn't render it out from the back. Have to do other stuff today, so will probably touch it again on Monday or Tuesday (no rush).
got some crits, so here's an update:
712 tris
Ajax, that model is amazing.
Ruz, I'm learning sweet shit through your thread in tech forums.
Not much different on this update. But I fixed a massive amount of normal issues (thanks to learning in Ruz's thread). I think the bake is finally clean enough to move on to the next step.
And the wires. It's ~4200 tri's right now. It's a bit higher than I'd like, the bird's foot part probably could be reduced. But I really like how the normals and the silhouette came out on this and I want to move on to texturing. I'm going to do the intricate details (spirals on the blades) via photoshop and cb.
Saidin, really nice axe but I really think reducing the polys on the bird foot wouldn't hurt the silhouette much at all.
Finished the animation of the robot I posted a while ago.
http://www.vimeo.com/1820549
For the trousers, you should find some better reference as they look not very natural right now
The silhouette where the sleeves meet the bare arms could be a bit more interesting
Shoes have some weird artefacts/hard edge stuff going on
Saidin311 - coming along nice- pleased my thread was of some help, the tech side is
something I have always avoided:)
Racer445 - clean looking bake
If I were a Millionare video game designer I would HIRE YOU
paintoveriZZED
The paint over is genius man, if you can get that out of your texture, you win a cookie... maybe even 2 if I don't eat the other one.
Nice job man
Apart from the first model I've seen...this is by far the biggest improvement...but the trousers seems iffy like said....Moore's Clothing Outlet might have some good references.
And the knees could use a kneecap modeled in....right now they are more or less cylinders with vertices pulled in/out.
I also shaved about 650 tri's off the birds foot on the bottom and it still maintained some nice normals. It's at 3600 tri's right now
Looks great!
And here are some stills from the turntable anim:
its terribly awesome btw, love the wet skin feel
also I reckon you could try to add a sort of glow coming from the mouth, but not the horns
Whats a recommend texture density for next gen / third person shooter type games, on building/enviro assets? Ive kept to 1024 per 3m(sq) on a current project as I've seen it somewhere before, but I swear I've seen different suggestions also posted.
hk ump 3rd person weapon for school project
OH MY GOD.
You win at life.
Thank you very much He was a challenge to learn alot of things, but I feel the next thing I will work on will be a purely anatomical character to really understand the full understanding of muscles to bones.
Well after I finish with getting this guy into unreal and building some shader work and building his mini environment as well.
RUZ: he was rather challenging with alot of the cloth since honest to god I really dont understand wrinkles rather well but the next sculpt I want to learn more anatomy more then anything else. I want my high poly work to be as good as my low poly (Im tired of being called a polycruncher by collages/work :P )
Done entirely by hand with a mouse in PS CS3. Might go back over some stuff if you guys have some crits.
I opted for no inner mouth glow, with a big plump tongue in its place.
EDIT: a bit of notice, i did warp the UV's on the model after i started texturing, so if you use the texture it wont match up 100% but it will still look almost the same.
Its all just diffuse work. Though there is a slight specularity to the model, but its uniform, and very slight. I'm glad you guys like it. I might animate him and mod it into quake 2 perhaps.
2974 tris so far (including the sleeves)
Looking great choco!
more UMP!
Wow, i'm in awe, I'd always loved your stuff Davision3D, i'm glad to read that you like my little guy!
hey pior!
it´s just a very basic basemesh in max .. no sculpting done yet
imo this way is faster for this kind of stuff.
and yes the rust is black on the spec
Racer - nice dumpster, how many different texture sheets are you using for that (you said all 512s) i think the spec could use just a tad more contrast, specially in the paint vs rust areas.
really spamming this thread today.. textures are coming along
one for the diffuse, one for the spec, one for the normals
yeah under heavy light it gets a bit bright. i'll edit the lights a tad.
also, first subd vehicle try