Yeah I was still at that stage were I keep the bone structure showing through. But it's true I always tend to do masculine female faces - found out I just need to let it rest for a few then come back at it and it's all obvious :P
Also, is that a static mesh, or interp actor? May have something to do with lightmaps as a static mesh!
cool stuff pior!
rick: id suggest less blacks in your diffuse. Let the specular & normal define that. Instead of blacks try colors that "would have gotten caught in there" like dirt, moss, dust, etc. Plus, those cracks are f'in deep from the looks of it, yet in the normal they're just surface bump detail. Try going apeshit with the depth, and instead of blending the layers, mask it out so the cracks actually change the shape of the normal.
the cargo room still needs blocking out, i want to sort out the 'hollow' space between rooms, the lighting still needs a little work and I've yet to lay out the obstacles/cover around the place.
the more i play, the more i don't like the transparent walls solution i currently have in-game. i'm trying to think of a better way to reduce walls obscuring the player's view - anyone else know of any interesting/unique ways any recent games have used?
dummeh, i'm really excited for your game. : ) as for a solution to your problem, try and think about what other isometric games have had this problem, which titles had a good solution, and go from there. (though most just did the transparent walls haha)
I'd have to go with what pior said, personally. you could give it a fun cap so you could see any interior gimble on the shorter wall, then fade in the taller model if the angle changes.
doing a study , ignore the place holder hands , and I know his abs' need work, but please let me know how this is looking otherwise
you might want to check out some ref of how the abdomen connects to the groin, because it's not really working right now. All it's doing now is drawing attention to it's self for being anatomically incorrect.
Sef, try to get your hands on some Kevin Chen material. This man is a walking anatomy reference. Not a muscle atlas reference kind of thing, more like a true Bridgman person. I am taking his 10 weeks anatomy class, and it's all about structure. It all becomes remarkably easy once you get the correct blocks memorized...
I can tell from you sculpt that you started from a 'balloon man' kindof basemesh, which is fine, but you need to really settle the body planes before doing the smooth stuff.
What you can do aswell (this is my favorite technique) is to lay down a quick mannequin in Max or Maya, with cylinders, spheres and boxes that intersect but dont connect (not welded). Later you can take that broken down mannequin to mud or Z where you can stress the necessary edges, wedge stuff together, without loosing the strong overlap. Then you can accurately retopo this, and the sculpting will be VERY fast and painless.
(I can't wait for voxel conversion tech to make the retopo step a thing of the past btw :P)
i dont know what refs you are using,
make sure you have some good stuff, because there are so much weird anatomy refs going round.
if you dont have it allready, maybe get anatomy for the artist by sarah simblet, its full of great illustrations
what also makes this model look weird, is the placement of his goodz, it seems to be hanging quite high/ too much forward
dont spend too much time on getting those stroke texture in, go for shapes and sizes,
have a look at proportions,
try to aim for a consistancy,
are you going for just anatomy on an average person, or do a bodybuilder muscle defenition version, make sure to keep those seperate,
maybe also cut back a bit on the defenition, some muscles form a huge gab wich make it look unrealistic
i can call out all spots that look weird to me, but its better if you go over all the areas yourself, and dont compare it to just one illustration, make sure to check it with 10 others.
This kind of stuff makes me want to be a coder ... not the creative kind, just good enough to copy paste code and maths from papers and bam make cool little apps.
Crazy to think it's all there already, even taunting us in that 3dsMax screenshot. Is there any way to get our hands on such things by nicely asking the researchers involved?
pior, when I saw it, I was also hooked on the idea of porting stuff like that to max or whatever (as you can see I searched for related work). But after looking into the math involved on the first one, and the fact that most research on this topic is done by mathematicians and not classic computer scientists, and the fact that some of the computations take several hours... my "wow must do this" feeling faded quickly again I asked around for support on our research groups here, but the tenor was that if you cant compete with the top groups, who have lots of experience in the field, it is not worth the effort to get "freshly" into such topics.
while not made for classic 3d viewing (shading and all stuff was intended for endoscopic views purely) it worked for a first browsing.
a bit too rough, but one can see the gummy bears on which the bone was placed (so that it can be cropped easier later)
btw that CT scan has probably more megs in VRAM than most games you guys work on.
It's 512x512x1400 single channel 8-bit uncompressed , ie 350 Megs for the 3d texture alone.
Good work Butt, the specular isn't doing much though. Try increasing the spec on the leather especially, it would add some much needed material definition (i.e at the moment the leather around his waist looks like brown cloth)
Lessen the spongy leather material's consistency throughout the dark leather bits. Maybe concentrate it towards the edges and/or other areas you seem fit.
The bump maps on the wood really isn't working out for you guys. If you're doing a raw wood handle, ai unvarnished or uncoated, I think you'd get further with a gloss map varying the wood fibres/knots.
In any case, the bump maps should only have rather shallow and thin identations. ATM i kinda looks like it's going up and down and all around.
I posted these in my thread, but what the hell, now they're in here too. The normals and AO are around 50% done and still need to shave off a few hundred tris before I'm happy. Those nuts around the rim are in for a beatin'.
Nyuk nyuk. I said "nuts" and "beatin" in the same sentence.
the mesh is just a zbrush model with that new optimization thingie put on it, highly unoptimized, no uvs, no normalmaps no nothing just a crappy model and the new shader additions, also i didn't add a thickness map so this might change a bit once i have a real mask
the idea is, that this guy is eating stuff (sometimes planes, shit happens :P ) to lower his mass point, so he doesn't turn upside down once he blows himself up by producing gases to float around instead of having to put big energies into flying
Having some issues with Mudbox right now.
Everytime I go into the "higher" sub-d levels these white pixels show up on my mesh.
Also for some reason my painting stopped working altogether.
jaco(HAI!) and narodnik:-
Thanks for the comment.
Between you and me though....i never actually got around doing a specular am i fking lazy or WHAT haha
will get around it soonish i HOPE
Cool stuff as usual guys (I'm starting to feel like a broken record )
Some pics of my current tf2 map. Sorry if the pics are big, only ones I have uplaoded right now.
Gonna be adding some more models, paper lamps and whatnot.
Basically I'm going for a 'the red and blu teams set up bases in the orient...' theme.
I don't want it to be overly oriental, I don't want it to seem out of place like red and blu took over existing buildings but more like they went there and built undercover buildings.
cp_japan was an inspiration but it seems more like you are just in japan, rather than what I'm shooting for. It's a thin line of difference but I think there is a line.
Currently I believe the layout is about 90% set in stone, gonna have a test tommorrow. The detailing has got a ways to go. I think 2 of the waterfalls (by caves) are gonna be ditched and the buildings there will be on stilts over a cliff section. Kindof going for a mountain village, japanese garden thing.
Am using the new just released alpine storm sky and probably rain effects.
The bump maps on the wood really isn't working out for you guys. If you're doing a raw wood handle, ai unvarnished or uncoated, I think you'd get further with a gloss map varying the wood fibres/knots.
In any case, the bump maps should only have rather shallow and thin identations. ATM i kinda looks like it's going up and down and all around.
The material definition on the metal is nice.
No time to do a proper bump map... the bump on the metal suck ass as well... =D
Neox:
I'm liking the design, but I'm not really feeling the shader yet. The details inside look a bit too sharp. Might I suggest getting an opaque white balloon, putting a few small objects in it, blowing it up and shining a light through it? It might help you get a better idea for how you can do the SSS masking.
Replies
- Rick.
I'm surprised no one has commented on your ship, it looks ace. How many different textures/sizes is that?
his forehead is made out of putty, it's a medical condition, don't judge
moving on now!
anyhoo, good stuff
Also, is that a static mesh, or interp actor? May have something to do with lightmaps as a static mesh!
cool stuff pior!
rick: id suggest less blacks in your diffuse. Let the specular & normal define that. Instead of blacks try colors that "would have gotten caught in there" like dirt, moss, dust, etc. Plus, those cracks are f'in deep from the looks of it, yet in the normal they're just surface bump detail. Try going apeshit with the depth, and instead of blending the layers, mask it out so the cracks actually change the shape of the normal.
and here the reason why i actually had so much space in the map:
Edit: moose, this better? i did what you said to the normal map:
i would love to make the book golden but i didnt find a nice gold ressource map
- Rick.
almost finished the first building for this map:
the cargo room still needs blocking out, i want to sort out the 'hollow' space between rooms, the lighting still needs a little work and I've yet to lay out the obstacles/cover around the place.
the more i play, the more i don't like the transparent walls solution i currently have in-game. i'm trying to think of a better way to reduce walls obscuring the player's view - anyone else know of any interesting/unique ways any recent games have used?
I'd have to go with what pior said, personally. you could give it a fun cap so you could see any interior gimble on the shorter wall, then fade in the taller model if the angle changes.
you might want to check out some ref of how the abdomen connects to the groin, because it's not really working right now. All it's doing now is drawing attention to it's self for being anatomically incorrect.
http://www.conceptart.org/forums/showthread.php?t=1432&page=2
I can tell from you sculpt that you started from a 'balloon man' kindof basemesh, which is fine, but you need to really settle the body planes before doing the smooth stuff.
What you can do aswell (this is my favorite technique) is to lay down a quick mannequin in Max or Maya, with cylinders, spheres and boxes that intersect but dont connect (not welded). Later you can take that broken down mannequin to mud or Z where you can stress the necessary edges, wedge stuff together, without loosing the strong overlap. Then you can accurately retopo this, and the sculpting will be VERY fast and painless.
(I can't wait for voxel conversion tech to make the retopo step a thing of the past btw :P)
Good luck!
it looks kinda weird to me,
i dont know what refs you are using,
make sure you have some good stuff, because there are so much weird anatomy refs going round.
if you dont have it allready, maybe get anatomy for the artist by sarah simblet, its full of great illustrations
what also makes this model look weird, is the placement of his goodz, it seems to be hanging quite high/ too much forward
dont spend too much time on getting those stroke texture in, go for shapes and sizes,
have a look at proportions,
try to aim for a consistancy,
are you going for just anatomy on an average person, or do a bodybuilder muscle defenition version, make sure to keep those seperate,
maybe also cut back a bit on the defenition, some muscles form a huge gab wich make it look unrealistic
i can call out all spots that look weird to me, but its better if you go over all the areas yourself, and dont compare it to just one illustration, make sure to check it with 10 others.
http://geom.mi.fu-berlin.de/publications/db/KNP07-QuadCover.pdf
http://alice.loria.fr/index.php/publications.html?redirect=1&Paper=SGP_Splines@2006
ftp://ftp-sop.inria.fr/geometrica/alliez/tacd06.pdf
just a matter of time someone puts stuff like that into tools (its not trivial and the facny stuff takes quite long)
Crazy to think it's all there already, even taunting us in that 3dsMax screenshot. Is there any way to get our hands on such things by nicely asking the researchers involved?
There is a project here on the horizon on reconstructing models + proper shading/texture details for a virtual pathology database
http://patho.med.uni-magdeburg.de/Virtuelle_Pathologie/sammlung.shtml
Stuff like that basically from CT scans
while not made for classic 3d viewing (shading and all stuff was intended for endoscopic views purely) it worked for a first browsing.
a bit too rough, but one can see the gummy bears on which the bone was placed (so that it can be cropped easier later)
btw that CT scan has probably more megs in VRAM than most games you guys work on.
It's 512x512x1400 single channel 8-bit uncompressed , ie 350 Megs for the 3d texture alone.
rens, lovely!
DONE DONE DONE
Looking good Rens!
Lessen the spongy leather material's consistency throughout the dark leather bits. Maybe concentrate it towards the edges and/or other areas you seem fit.
I agree with Jaco too btw
Omg Duke !
Awesome
Defiance ending made me sad =[
nice work everyone! lookin real sexy \o/
i did the model and rendering
and fr0gg1e did the textures.
In any case, the bump maps should only have rather shallow and thin identations. ATM i kinda looks like it's going up and down and all around.
The material definition on the metal is nice.
everything but his belly will be masked out for sure
metal looks goodie!
Nyuk nyuk. I said "nuts" and "beatin" in the same sentence.
the mesh is just a zbrush model with that new optimization thingie put on it, highly unoptimized, no uvs, no normalmaps no nothing just a crappy model and the new shader additions, also i didn't add a thickness map so this might change a bit once i have a real mask
the idea is, that this guy is eating stuff (sometimes planes, shit happens :P ) to lower his mass point, so he doesn't turn upside down once he blows himself up by producing gases to float around instead of having to put big energies into flying
zbrush +photoshop
@swizzle: nice work on that helmet
Having some issues with Mudbox right now.
Everytime I go into the "higher" sub-d levels these white pixels show up on my mesh.
Also for some reason my painting stopped working altogether.
Can somebody help me with that?
jaco(HAI!) and narodnik:-
Thanks for the comment.
Between you and me though....i never actually got around doing a specular am i fking lazy or WHAT haha
will get around it soonish i HOPE
Some pics of my current tf2 map. Sorry if the pics are big, only ones I have uplaoded right now.
Gonna be adding some more models, paper lamps and whatnot.
Basically I'm going for a 'the red and blu teams set up bases in the orient...' theme.
I don't want it to be overly oriental, I don't want it to seem out of place like red and blu took over existing buildings but more like they went there and built undercover buildings.
cp_japan was an inspiration but it seems more like you are just in japan, rather than what I'm shooting for. It's a thin line of difference but I think there is a line.
Currently I believe the layout is about 90% set in stone, gonna have a test tommorrow. The detailing has got a ways to go. I think 2 of the waterfalls (by caves) are gonna be ditched and the buildings there will be on stilts over a cliff section. Kindof going for a mountain village, japanese garden thing.
Am using the new just released alpine storm sky and probably rain effects.
http://www.fpsbanana.com/maps/95668 (http://forums.tf2maps.net/showthread.php?t=5956)
No time to do a proper bump map... the bump on the metal suck ass as well... =D
I'm liking the design, but I'm not really feeling the shader yet. The details inside look a bit too sharp. Might I suggest getting an opaque white balloon, putting a few small objects in it, blowing it up and shining a light through it? It might help you get a better idea for how you can do the SSS masking.