As this is now, a lot of your detail will get lost when trying to bake a normals map from this, you shouldn't have super hard edges like this in your highpoly, and heres a little image to explain why:
Whoaa you're right, I didn't think of that, thanks for the advice.
You're spec map is jacked. Why would the blue tiles be less shiny than the yellow tiles? Also ditch or change the spec color, spec using the same color as diffuse should really only be used for soda cans..
I would also recommend boosting your normal, it's not really reading very well. A couple off blurred at different width overlays should do it( keep a selection of the grout so you can nuke that out of the overlays).
Thanks for the tips, I agree with what you wrote; I post the updated floor later today.
@snake85027: It looks like some of the red Ray-miss color from your bakes is making it to your texture, you may want to fix those errors before moving on.
Also, I think you should put your name in the image credits as opposed to "Modeled and Textured by Me", so a person that saves the image to their HD can trace it back to you.
I am resurrecting an old project from my old demo reel. I had a lot of optimizing/cleaning up to do and I still have quite a bit left. I'm at 7.5k tris now and I hope to finish up with about 16k-20k tris in the end. Any thoughts or crits?
any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys
Got started on this one today. I'm planning to make him more lizard like on the next couple of subdivs.
Any suggestions about muscular anatomy regarding the tail merging with the butt would be appreciated.
If you're suggesting you should finish your diffuse before moving on to the spec, no, this is in fact *terrible* advice. For most materials you want to work concurently on both your diffuse and spec, perhaps working up your main details in the diffuse first, and then going on to tweak both at once. Its pretty simple really, they need to work together to create a readable material, so you need to work as whole, not focus on singular parts and ignore the other half(or 3rd =P) of the equation. Usually i'll do maybe, half or so of the diffuse work, or even less, before i start working up the spec.
Never heard of that, I just can't see how it would be of profit to devote half the concentration to other shader includes like specularity before the diffuse is finished? I know they have to work together but also so do glossiness and bump, so that's like 4 texture sheets to contend with all at the same time. Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.
EQ has a point, but I don't think it's absolutely necessary to be concurrently working on both textures at the same time. I believe that it IS however very important to have your specular map in your mind as you work the diffuse texture. I keep my diffuse master files layered like a mother f* for easy tweaking and adjusting at the end.
Sometimes I do get myself a little confused by working on them separately and then trying to dissect my layers at the end and decide what I want to be diffuse and what to be spec. It's surely worth a try to do both at the same time... probably would end up with a better product at the end of it all if you were able to wrap your head around it all at once.
Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.
If you think four maps would make your head spin wait till your doing a whole environment OR being the clean-up artist that has to unify every material of a project.
Never heard of that, I just can't see how it would be of profit to devote half the concentration to other shader includes like specularity before the diffuse is finished? I know they have to work together but also so do glossiness and bump, so that's like 4 texture sheets to contend with all at the same time. Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.
I do i like EQ suggests and imo it really isnt a problem juggling several maps at once, i usually do a single PSD file with 3 folders inside the file, one for specc one for diffuse and one for normal and i just work on them all at once. If i do some scratches in the diffuse i just instantly copy it down to the specc aswell and do a quick correction to get it right. IMO this is waaaay better then doing the diffuse 100% first.
Thanks for the info. my mind just can't seem to get past the notion that all maps are based off the diffuse so after a few years of getting used to doing it that way it tends to become the law but I will try juggling a few maps as it should help improve skills.
yeah i tend to do the same thing as EQ, it's IMO the most efficient way to be able to check your texture and modify it accordingly since the spec and diffuse really need one another to work.
I started doing that because on one of my previous titles, we had the spec in the diffuse alpha, but it also works perfectly for spec color (which I used on other projects, including all my personal stuff) and I'm still somewhat close to sanity.
It's just a workflow thing, really.
The other weekend I was playing way too much Advance Wars on my DS, so I decided to fiddle with creating a similar tile-based tactical game. After a couple hours that evening, I got this much done. I’ll probably never finish it, so here’s a video for posterity. Written in C++ and utilizing the allegro library.
any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys
afaik it's better to cut them though, it doesn't really add any vertexes (trianglecount doesnt really matter for a game engine, it's vertexcount), and you get a nice solid mesh without any overdraw.
aim im loving it. i like the scale on the hands and the feet that you made i wish i could see more of in characters. are you planning on finishing this or is it just a lunch play around?
aim im loving it. i like the scale on the hands and the feet that you made i wish i could see more of in characters. are you planning on finishing this or is it just a lunch play around?
I like him, but there's something odd with where/how the tail meets up with his body. Doesn't look natural. I would have the tail follow the spine more, rather than sticking out as drastically as it does. I'd also try to blend the musculature of the lower back and the tail. Make it look like the muscles in his tail continue up his back some.
Pope Adam: Nice references! I'll give it a thought. Having his fingertips more gekko like sound like a pretty good idea.
Tumberboy: Yes, the tail still needs more work. If I'll do as you suggest. I've taken a look at the lizardmen figures from warhammer and their tails go alot more downwards. Perhaps it will also look cooler when/if he gets animated since he's placed in an enviroment which require alot of climbing.
-Konstruct: nope, people dont model maschinen krieger enough! like only 4 here on polycount have ever done that, as far as I have researched. We need MOAR
any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys
I went back to my reference I was using and noticed that the circle trim actually sits inside the wall and not on the outside so in that case if I just intersected the wall itself would intersect through it, then it wouldn't look right.
I have some updates. Been messing with some pipe work and uv's recently. I'm hoping to wrap up the low res modeling and uv's tonight or tomorrow and to have some texture progress done by this weekend. Please feel free to add some feedback. Thanks.
and numpty: wow. but, i think itd be good if u set up a 3point lighting [for display purposes] and not render against a black bg
The_Kozmonaut: i think ther's a bit too much noise on ur texture. im not one to judge, but at the moment, it feels that way. otherwise, it looks real good!
now then, sommin of my own:
my communications technology teacher let me do 3d animation for my ISU project to finish the semester off. just wanted to post the character i've been working on.
my 2 - 3 minute animation will be very 'mirror's edge' theme, simply because ive wanted to create something like it ever since i saw 'transporter' and 'district b13' in close succession.
the model is indeed meshsmoothed, simply because it will be meshsmoothed while rendering out the movie. i may make a game res version later on, down the line.
i just wanted to post it up for some CnC from you guys:
probably will make a thread for it some time in the future, so that i can get as much assistance as possible
Replies
Whoaa you're right, I didn't think of that, thanks for the advice.
Thanks for the tips, I agree with what you wrote; I post the updated floor later today.
@snake85027: It looks like some of the red Ray-miss color from your bakes is making it to your texture, you may want to fix those errors before moving on.
Also, I think you should put your name in the image credits as opposed to "Modeled and Textured by Me", so a person that saves the image to their HD can trace it back to you.
any reason you cut the circular shapes out of the wall? You could of just used intersecting geo there, since it's not cutting back into the wall and saved tons of polys
Any suggestions about muscular anatomy regarding the tail merging with the butt would be appreciated.
Never heard of that, I just can't see how it would be of profit to devote half the concentration to other shader includes like specularity before the diffuse is finished? I know they have to work together but also so do glossiness and bump, so that's like 4 texture sheets to contend with all at the same time. Pretty sure most peoples heads would be spinning looking at 4 maps and an application unless they were unwrapping nothing more complex than a box.
Sometimes I do get myself a little confused by working on them separately and then trying to dissect my layers at the end and decide what I want to be diffuse and what to be spec. It's surely worth a try to do both at the same time... probably would end up with a better product at the end of it all if you were able to wrap your head around it all at once.
If you think four maps would make your head spin wait till your doing a whole environment OR being the clean-up artist that has to unify every material of a project.
I do i like EQ suggests and imo it really isnt a problem juggling several maps at once, i usually do a single PSD file with 3 folders inside the file, one for specc one for diffuse and one for normal and i just work on them all at once. If i do some scratches in the diffuse i just instantly copy it down to the specc aswell and do a quick correction to get it right. IMO this is waaaay better then doing the diffuse 100% first.
I started doing that because on one of my previous titles, we had the spec in the diffuse alpha, but it also works perfectly for spec color (which I used on other projects, including all my personal stuff) and I'm still somewhat close to sanity.
It's just a workflow thing, really.
WIPZ ZOMG
based on Conte's concept
-caseyjones
Looking good, I hope you give him some cool spikey hair.
More weapon goodness, making this for testing engine stuff some more.. low and textures to come.
The other weekend I was playing way too much Advance Wars on my DS, so I decided to fiddle with creating a similar tile-based tactical game. After a couple hours that evening, I got this much done. I’ll probably never finish it, so here’s a video for posterity. Written in C++ and utilizing the allegro library.
click for video
afaik it's better to cut them though, it doesn't really add any vertexes (trianglecount doesnt really matter for a game engine, it's vertexcount), and you get a nice solid mesh without any overdraw.
still needs a spec map and the normal map pimped.
http://boards.polycount.net/showthread.php?t=51687&page=176
Might as well mention it is a remake of an old character I made for a schoolproject and the concept was made by another member of my team.
http://aimbiz.deviantart.com/art/An-adventure-awaits-81457399
This time I wanted to make it my style and also found it challenging to translate it from the cartoony style to a more realistic kind.
Geico for Realz!
Tumberboy: Yes, the tail still needs more work. If I'll do as you suggest. I've taken a look at the lizardmen figures from warhammer and their tails go alot more downwards. Perhaps it will also look cooler when/if he gets animated since he's placed in an enviroment which require alot of climbing.
-Konstruct: nope, people dont model maschinen krieger enough! like only 4 here on polycount have ever done that, as far as I have researched. We need MOAR
btw I just ordered these, figured others might be interested in them too. Yokoyama's designs sooooooooooo awesome.
http://www.hlj.com/product/MDG22825
http://www.hlj.com/product/MDG22875
http://www.hlj.com/product/MDG22897
Yea, I have those books sitting right here by my computer; great reference.
Numpty, nice textures.
I went back to my reference I was using and noticed that the circle trim actually sits inside the wall and not on the outside so in that case if I just intersected the wall itself would intersect through it, then it wouldn't look right.
I have some updates. Been messing with some pipe work and uv's recently. I'm hoping to wrap up the low res modeling and uv's tonight or tomorrow and to have some texture progress done by this weekend. Please feel free to add some feedback. Thanks.
Actually Line + shadow...
Actually, it reminds me more of Victor Crowley from the movie Hatchet.
and numpty: wow. but, i think itd be good if u set up a 3point lighting [for display purposes] and not render against a black bg
The_Kozmonaut: i think ther's a bit too much noise on ur texture. im not one to judge, but at the moment, it feels that way. otherwise, it looks real good!
now then, sommin of my own:
my communications technology teacher let me do 3d animation for my ISU project to finish the semester off. just wanted to post the character i've been working on.
my 2 - 3 minute animation will be very 'mirror's edge' theme, simply because ive wanted to create something like it ever since i saw 'transporter' and 'district b13' in close succession.
the model is indeed meshsmoothed, simply because it will be meshsmoothed while rendering out the movie. i may make a game res version later on, down the line.
i just wanted to post it up for some CnC from you guys:
probably will make a thread for it some time in the future, so that i can get as much assistance as possible