War has been waging and all contact between planets has ceased to exist. Only one thing can restore what was once a peaceful life on earth, the Bordegon Death Travelers. Crawling back from decimation through myriads of worm holes connecting nine planets, they destroy everything in their path! Only pure Darkness and void of life remain.
Adversarys souls are absorbed through the ancient artifacts dragged behind their backs. These artifacts are what once were human skulls of ones lost at war. Since one thousand years of war these death embodied creatures have been at rest. Only now can they strategically dominate all rival enemy forces and manipulate them into allies through invoking the Darkness which will eventually bring back all life.
I'm having some difficulty with the front view and my model sheet in general! Any advice would help. Looks like I'm going back to the drawing board! And more ref! I'm thinking about using something more like the small thumbnails at the bottom where the hands are placed inside the legs.
Yea, I want to stay pretty true to the original concept I just wasn't sure how the bent in wheels would work out with the axle. I'll try something thanks!
Thanks rollin I definitely wanted to add a spine! The head is not really attached in any way right now, I was going to have the skull split open and attached inside somehow but the eye thing is a good suggestion! here'a a quick update with the wheels bent and some washers added to tie in the wheel and axle area a little bit.
Yea I was unsure of how to position the arms for modeling. I wanted to keep them close to the position in which I was going to pose him in. I thought about the head being to small from the front as well! Thanks, I will try to fix that.
Ok, I am about to start my unwrap stage and I need to know how I'm going to get the chains looking good for my final lowpoly mesh. I don't know whether I should just use alpha planes or a very lowpoly box looking chain or what. I'm afraid if I use alpha planes it will not look good and be very thin from certain angle. Also I am not sure if the chains should be normal mapped or not. I am trying to use poly sparingly because I want to have more for the carriage detail since it's pretty plane jane right now.
I have never modeled chains lowpoly before and I need some advice and suggestions on how I could accomplish this easily and effectively and if it is something that should be normal mapped. Thanks
I like the new skull. I wish I could be more help with the chains, but I've never modeled them before, either.
My thought would be to create just one link (hi-poly and low-poly), unwrap the low-poly, bake the hi-poly to the low-poly, and copy, rotate it repeatedly throughout, right? I don't know how you're going to layout your uv's, but I would think you wouldn't want to waste to much space on chains. I could be totally off base. Wish I could be more helpful, but I really can't, sorry.
The first lowpoly chain is better than your square cube one in my opinion. I would go ahead and complete your guy, with the low poly T planes for the chain, and see if you have enough to do the chains thicker after you see your total polycount. Good luck, and the skull looks pretty good, though I think the nose cavity is to round, and a few other areas that you can push to make it look more realistic.
Thanks for all the feedback everyone! I will go ahead and try out the alpha planes then see how much I can spare once i re-top the artifact skull and the body.
One more question as far as the chain alpha planes go, would I just have one in my unwrap? then make duplicates of it after it's textured to make the whole chain link? or say just a couple of them to have a little bit of variation?
im doing my chains as cards like u have on the left. i think it depends on how large they are going to be in your final. they are fairly insignificant for my character so cards should be sufficient. the normal map question is a good one! i would love to know the answer to that myself...
Teriyaki - Learn from me? hahaha I'm learning from you! I really don't know how Im gonna handle the high to low. I'm kinda just going with the flow, and I'm pretty new to normal mapping but I've learned a lot thanks to Spark! Thanks for the skull suggestions! I will take a second look at that for sure!
I think Im going to use low poly 3 dimensional chains because the are quite big and pretty apparent in my scene.
Any normal map workflow suggestions? What's the best way to get all my objects normal mapped and on the same 2048 map? I know I can't import all of my high res meshes at once to normal map everything in one go because max probably won't be able to handle it, but if i could would that be reasonable/possible?
As far as normal mapping the wheel goes, since I'm going to be quartering the uv's, would it be fine to use the entire wheel for projection or would I quarter a section of the highpoly wheel like the lowpoly one, then project my normal? If anyone could help It will be much appreciated! Thanks
Ok, I think I figured this out. Once I have quartered the wheel and mirrored my other assets > I attached all of them and selected all the vertices and applied a uvw unwrap > Now I set the W to 1 and shrink all my parts and pull them outside of the unwrap square > Then convert back to editable poly and attach all of my pieces and weld all the seams back together. And then I will bring in my highpoly assets for normal map projection. DOES THIS SOUND RIGHT?
Here are all my other assets that are going to need normal mapping(the blue vertices)! Just to give you an idea.
Replies
Adversarys souls are absorbed through the ancient artifacts dragged behind their backs. These artifacts are what once were human skulls of ones lost at war. Since one thousand years of war these death embodied creatures have been at rest. Only now can they strategically dominate all rival enemy forces and manipulate them into allies through invoking the Darkness which will eventually bring back all life.
Spark
example:
and for the logo
something with the head/face or on the carriage he´s pulling
The head looks a bit strange from the front, i think it needs to be more wide.
I have never modeled chains lowpoly before and I need some advice and suggestions on how I could accomplish this easily and effectively and if it is something that should be normal mapped. Thanks
Chain suggestions anyone?
My thought would be to create just one link (hi-poly and low-poly), unwrap the low-poly, bake the hi-poly to the low-poly, and copy, rotate it repeatedly throughout, right? I don't know how you're going to layout your uv's, but I would think you wouldn't want to waste to much space on chains. I could be totally off base. Wish I could be more helpful, but I really can't, sorry.
Spark
i would make the lowpoly chain a bit more highpoly as it is atm..
but nonetheless.. rigging this thing without special chain-tools will be like hell
and like spark says.. first the model, than the chains
One more question as far as the chain alpha planes go, would I just have one in my unwrap? then make duplicates of it after it's textured to make the whole chain link? or say just a couple of them to have a little bit of variation?
I think Im going to use low poly 3 dimensional chains because the are quite big and pretty apparent in my scene.
Any normal map workflow suggestions? What's the best way to get all my objects normal mapped and on the same 2048 map? I know I can't import all of my high res meshes at once to normal map everything in one go because max probably won't be able to handle it, but if i could would that be reasonable/possible?
Here are all my other assets that are going to need normal mapping(the blue vertices)! Just to give you an idea.
THE MODEL IS LOOKING AWESOME