AJR : Nice scene...Just looking for a Booty bay Goblin...
Rob : Great character direction...I'd like to see her a bit more fleshed out...seems to smooth and nice to be a serious kick a$$ fighter with barbed wire wrapped gloves...
Ocarian : I immediately thought of the HWG when i saw this...nice take on him. You probably could smooth out that line that runs from the corner of the mouth / over the chin.But hey, I haven't done anything like it...so awesome...any chance on trying the others in the series?
Awesome work guys, very inspiring. I've decided that I'm almost calling this finished, really no time or fatigue to work on this anymore. Maybe I'll come back to it some time later to clean it up:
@ nrek - Randomly awesome! How did you do your post work?
@ Josh Singh - great character! I love the expression and proportions.
@ Ruz - Very nice shader... Sean Bean?
I'm almost embarrassed to post my little wip test scene lol. Ive been picking away at this trying to teach myself ever more. I'm planning to add way more rubble, foliage and accessories, but as always Id love to hear any C&C. Got it all on 1 2048 map right now but I think I'm going to have to add a second.
I put a few hours tonight into a self portrait I'm doing for the Hardcore Modeling Challenge over at CGTalk. It's still extremely unfinished, but it's a start. In the end, I'm going to be sculpting fifteen different expressions with this in Mudbox. I'll sculpt the hair and eyebrows as well.
however i cannot for the life of me find out how to mirror uv's like that.. the only thing i've managed to do so far is actually mirroring the image (thus making my texture.png twice as wide)
if i just use the normal 256² texture, itll give weird effects on the model:
yeah, and some engines have that capability, too. I know UE3 has it (obviously FAR outreaches the purpose of these specs) but you can import a texture and set it to mirror, not wrap.
But default normally seems to be tile (as in, max etc)
Your UVs aren't planned properly to take advantage of that technique anyway. What you need to do is make sure that only the center line of the model intersects to the next square. The way you have your UVs now, for example the head, your face's center line is inside the texture space, where it should be split by the edge of the texture space.
Also , note that this model has actual edges running down the entire middle, making the technique you refer to prety useless. The technique you linked to is meant to mirror a texture on a model WITHOUT having a dividing edge down the middle.
In the case of this model, optimal texture use is pretty easy : Delete half your model, UV that within the texture space, and when you're done, duplicate and mirror your half character to end up with a full one. Voila, optimal symmetrical character.
It's good that you're doing your research though, keep it up.
however i cannot for the life of me find out how to mirror uv's like that.. the only thing i've managed to do so far is actually mirroring the image (thus making my texture.png twice as wide)
if i just use the normal 256² texture, itll give weird effects on the model:
this trick is not for making your uv´s "better" but to save polys bc you don´t need a mirror-cut in the middle (look at the tank picture) this trick applied to this model of yours does not realy much do anything tricky, u see?!
earthquake - yeah there's something in there that mirrors, but that makes it so the texture gets compressed 50% and then placed (mirrored) next to it
well the reason there's no cut on the face is that that's a focus area and i'd like to have some assymetry in it.
you're right though that this model doesnt have a lot of benefit of it, mostly on the bum area. but i figured it should work.
alas. if theres nothing in max that'll work ill have to edit my layout a bit. i had some spare part left open for a water bottle, that'll have to leave i guess
I've been using pics of the ship for inspiration on a project I'm working on... looking ACE so far man, I can't wait to see it come to life with a lighting pass!
That's awesome RobG, really like the colours and the style.
I don't know where I've been finding the patience, but I'm going through and making lots of variations of the default 'rooms' that players will use when designing their own levels. Trying to figure out how many different parts to have, how they should variate, etc.
The biggest pain is that the rooms contain both diffuse and lightmaps. Having to re-UV the lightmaps (since max's flat mapping just doesn't cut it sometimes) has been the most tedious part.
earthquake - yeah there's something in there that mirrors, but that makes it so the texture gets compressed 50% and then placed (mirrored) next to it
well the reason there's no cut on the face is that that's a focus area and i'd like to have some assymetry in it.
you're right though that this model doesnt have a lot of benefit of it, mostly on the bum area. but i figured it should work.
alas. if theres nothing in max that'll work ill have to edit my layout a bit. i had some spare part left open for a water bottle, that'll have to leave i guess
Snader - Just select the polys you have overlapping the border, flip em and lay em over the ones already within your UV space. If you were gonna have it mirrored anyway, just do that.
Replies
a little test on Zbrush
A face inspired by Heavy guy from TF2
base model made in Maya
voil
work in progress on a lightpost i'm doing, just haven't put the lanterns on either side yet :P
oh, and a character i'm working on
i think his face can use a bit more forms though, its one big sphere, think by adding just a bit more to it, it will look even beter
i would add a bit more defenition to the lowerarm, compared to the upperarm,
maybe top neck and belly can use some strokes here and there?
anyway, great piece
-Woog
Kind of lame they didn't ask me permission.
Rob : Great character direction...I'd like to see her a bit more fleshed out...seems to smooth and nice to be a serious kick a$$ fighter with barbed wire wrapped gloves...
Ocarian : I immediately thought of the HWG when i saw this...nice take on him. You probably could smooth out that line that runs from the corner of the mouth / over the chin.But hey, I haven't done anything like it...so awesome...any chance on trying the others in the series?
been messing with BRDF shader again.
Its getting a bit better, but still not exactly how I want
Small update for this guy. seem to have fudged the hands and knuckles since the last update hmm.
Starting some tidying and details now
- Fun stuff Josh!
@ nrek - Randomly awesome! How did you do your post work?
@ Josh Singh - great character! I love the expression and proportions.
@ Ruz - Very nice shader... Sean Bean?
I'm almost embarrassed to post my little wip test scene lol. Ive been picking away at this trying to teach myself ever more. I'm planning to add way more rubble, foliage and accessories, but as always Id love to hear any C&C. Got it all on 1 2048 map right now but I think I'm going to have to add a second.
Its a dud that went thud. Meh.
-N
You can see reference pictures on my Flickr page .
The model, currently:
ruz you should try marmoset once eh?
nrek -looks great
awesome page of work overall
my latest render of bean - just trying to improve my presentation
And im glad you guys like the little PolyBear image.
true that!
oddly enough, I always found topology really hard. I am now struggling with UV mapping a bit instead.
i've got another question for you guys..
i'm trying to get my texture as optimized as possible, so i have tried something like this picture
http://www.20threed.com/images/tuts/ds_optimization/Ds_optimization01.gif
however i cannot for the life of me find out how to mirror uv's like that.. the only thing i've managed to do so far is actually mirroring the image (thus making my texture.png twice as wide)
if i just use the normal 256² texture, itll give weird effects on the model:
But default normally seems to be tile (as in, max etc)
Also , note that this model has actual edges running down the entire middle, making the technique you refer to prety useless. The technique you linked to is meant to mirror a texture on a model WITHOUT having a dividing edge down the middle.
In the case of this model, optimal texture use is pretty easy : Delete half your model, UV that within the texture space, and when you're done, duplicate and mirror your half character to end up with a full one. Voila, optimal symmetrical character.
It's good that you're doing your research though, keep it up.
this trick is not for making your uv´s "better" but to save polys bc you don´t need a mirror-cut in the middle (look at the tank picture) this trick applied to this model of yours does not realy much do anything tricky, u see?!
edit: arrrr Art-Machine
well the reason there's no cut on the face is that that's a focus area and i'd like to have some assymetry in it.
you're right though that this model doesnt have a lot of benefit of it, mostly on the bum area. but i figured it should work.
alas. if theres nothing in max that'll work ill have to edit my layout a bit. i had some spare part left open for a water bottle, that'll have to leave i guess
thanks for the help anyway
The model's by Scooby Doofus (or something like that) I think
I don't know where I've been finding the patience, but I'm going through and making lots of variations of the default 'rooms' that players will use when designing their own levels. Trying to figure out how many different parts to have, how they should variate, etc.
The biggest pain is that the rooms contain both diffuse and lightmaps. Having to re-UV the lightmaps (since max's flat mapping just doesn't cut it sometimes) has been the most tedious part.
http://boards.polycount.net/showthread.php?t=47488