Hey all-
I dont really post to much of my own stuff on here but figured I should start. Here is a creature that I have started today. Hope to carry it through texturing. C&C always welcome. I've spent about 2 hours on it so far, concept and modeling. Not sure what I'm going to do with the mouth, original idea was some big teeth, kind of had angler fish in mind when first doing it. Then I started thinking maybe it could be a mount. and maybe work a saddle into the mouth. Not to sure. Would love to hear some ideas. Thanks polycounters.
Replies
For an actual constructive crit, it seems like the feet are a touch too far forward, like he might fall backwards. Otherwise very cool
Thanks
Cool creature overall.
jokes aside, original idea, reminds me of some twisted yet more awesome version of a "Houndeye" from Half Life 1.
great work can't wait to see it textured.
It did kinda look like a vagina at first but you have managed to go the non-vaginal way, which in this case, is probably a good idea.
Also, for the back end.. maybe model something more interesting? Cuz the front is just like, POW! Look at me! And then the back is like.. uhhh, what am I? It's not as defined so maybe add a crazy looking tail? Would that even out the two front angler things? Just an idea. I think a tail would look cool but it's your model, see what looks right. Good job man.
konstruct- I don't currently plane on doing hair, I'm think of this as more of an amphibian.
GOBEE- I'm not entirely sure how I'm handling the backside, that's why it's still a little blah back there, I might play around with a tail.
Thanks for the ideas
I see many of these features.
Yeeeeahhh
but anyhow, it'd be cool to see the front two tentacles glow, either blue or greenish maybe?
so I was wonderint what suggestions people might have for settings, out ways to fix this, I tryed loading in the normal map as a texture into zbrush and use zapp link but the colors in some areas are just to different to try and get a decent blend between them, and if it helps heres the normal map
thanks for whatever help you all can offer
Not entirely sure whats up with your seem. Although the first thing that comes to mind would be to simply use the 'soften edge' option under the 'normals' tab at the top.
I'm still learning myself... so hope this helps.
GL
a photoshop trick i was shown to fix up seems and soften your normal is to copy it do a light Gaussian blur and then overlay it. Mask out the areas u want to stay sharp.
theDead- Thanks for the thought, but I do have my edges softened.
Reich- I tried the gaussian blur trick but it made no real changes.
Thanks for the thoughts guys. And Im not sure that it would be mirrored uv's because the seams are on both legs. if anyone else has any ideas it would be appreciated.
LMAO!!!! Omg, I'm sorry, that quote is just... too appropriate Thank you for making my day.
But seriously... this creature is... so disturbing... or so awesome... I... I'm not even sure. I think it's amazing, but it's so painful to look close enough to tell... lol
As for that nasty seem... wish I could help you, but the only lame way I know how to fix that kinda seam is to fade out the details in the normal map, but that's not really an option in that spot. I wonder if it could be hurt more by the placement of where the seam is... but having to re-unwrap the whole darn thing and rebake your normals and all... ... yeah hopefully someone can come up with a better solution :P
Is that area mirrored? It doesn't look like it from your uvs so that's probably not it.
My guess, one of two things.
a. When you originally baked, you might have had different smoothing groups assigned to the leg part and the body. This creates a nasty seam.
OR
b. Your simply not outputting the normals correctly. I know that often times if I switch from my main app, (which is 3ds max) to another program like xnormal, I have to flip the GREEN CHANNEL, in the normals output options. If I don't flip the green channel, it outputs like that on my seams. Alternately, this can be hardwired into your texture inside photoshop by flipping the green channel in the channels options.
I'm guessing the culprit is b., which is the easiest fix of all; but then again there are a few other possibilities I am probably forgetting.
Good luck, and I look forward to seeing the actual solution.
Thanks again to everyone for their ideas so far
If not that, I usually just take the blur tool in PS, and blur along the area of the seam. it will still be there, but not as noticable.
Soon as I get home i'll double check my ZBrush settings I use. Hopefully what I am thinking of is the solution. If not, then I'm talking out of my ass.
again thanks for all the comments so far. I plan on texturing her over the next week, but im a little reluctant because i kind of suck at it. I'm afraid im going to make the model look worse. ohh well well see where it goes.
dont do this, IMO you should be getting a good back first off, meesing with it too much after is asking for a less precise and innacurate normalmap.
id suggestbacking out of another program, say xnormal, ive had better results out of that when zmappers fallen down, if they are flipped uvs, then make two shaders with a flipped channel. its hould work, dont hack it
just seen your last post. IGNORE AT WILL
texture in a 2k map, textured in zbrush
I also use 3ds max a lot, but I have run into a few bugs here and there, so somtimes I use XNormal as well (free software app).
XNormal is a great alternitive if your machine cant handle the mesh. As long as your high poly isn't beyond a certain limit, xnormal can spit out the results far faster then any other app.
Nice progress so far, by the way.
Sometimes its easy to overlook them on the site, but here they are:
http://www.xnormal.net/Tutorials.aspx
The simple GPU AO tool is the least CPU intensive method there is for generating AO that I know of, and there is a easy to follow tutorial on the page I mentioned. Worth a look.
Good luck.