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UT3 Crabman Character

Hi Everyone

this is my custom character for UT3. as you can see this is going to take some custom riggin and animations.

originally i sculpted the entire model in zbrush. however when i tried to import this back into max there was some 5million poly's and max just kept crashing. i since had to split the model into 5 parts, these corresponded to the parts from the engine, head, arms, torso, legs, boots.

however i'm now at the stage where i am applying normal maps to the objects. the only problem is i've not done this before and so i'm a little unsure as to whether i'm doing this correctly.
if anyone has any comments, suggestions or pointers that would be greatly appreciated.
the high poly head
crab19xe2.jpg
the low poly head + cage
headandcagegw2.jpg
the normal map
headnormalsmapcopyjz3.jpg
the old complete sculpt, this as since changed ever so slightly but not massively#
cmcrabpersplg2.jpg

many thanks guys

Replies

  • odium
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    odium polycounter lvl 18
  • Daaaave
    sorry for the mix up. it posted when i hit enter rather than next line. :P
  • Kawe
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    Kawe polycounter lvl 8
    I'd like to see this animated :D
  • Jonathan
    If I'm not mistaken, you're going to have a lot of issues with custom UV layouts, rigs/animations, etc.

    UT3 isn't as moddable as some of the previous versions.
  • Daaaave
    Here's an update of the low poly with the normal map applied. as i had to split the model into bits i've done each piece seperately and then will combine the parts to one model. to be then textured, rigged and animated.

    anyway here's the models.
    could someone please advise me as to whether the normal maps have taken correctly? they don't seem to be as detailed as i was hoping. is there a way of improving this? i was hoping for more of a scaley surface, the way it's come out is rather flattened.

    HeadComp.jpg
    BootsComp.jpg
    BodyComp.jpg
    ThighsComp.jpg
    ArmsComp.jpg
    combinednormalscm1.jpg

    anythoughts would be appreciated
  • Jesse Moody
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    Jesse Moody polycounter lvl 17
    well i can say your uv space is not efficient and there is tons of wasted space.
  • Daaaave
    i know the uv space does look wasted. however i'm trying to fit the uv's to the specific regions defined by the ut3 engine. there for the legs have to fit into a particular section, as does the body, arms, lower legs and head (which is on a seperate map)

    here is the sections that the uv's must fit into as well as how they currently line up
    also i've tried to attach as many of the segment together as i can. hopefully cutting down the amount of visible seams in the normal map. which unfortunately doesn't leave much room for adjusting to fit the space. i will have a go at trying to use up some of the wasted space.

    uvslayoutub4.jpg
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