any tricks for that? what layer type to use etc? i was struggling with it already...
i set it to multiply, then copied it and set the second one to overlay.. seemed better than multiply only but it still sucks .
Yeah i just use an adjustment layer above the ao, as a child of the AO map (alt+ctrl+g) to make a clipping mask, so that it doesnt' apply to the entire image, just the AO. Just click the
colorize bit in the hue/sat layer.
And then mask off the areas you want red, make another one for the stuff you want blue, etc etc etc
ah smart . thank you very much, both of you.
I have no idea whether this is good as it is, but here is an update. IMO it's already better than before. (i had to repaint the entire head because i merged the ao down ).
For the AO, I prefer extracting the non-white from the map (ctrl-click on a color channel, not the rgb one, inverse selection, new layer, fill with black), just lock the transparent pixels on the layer, then just paint on it with whatever colour you want, depending on the zones.
It's nice cause it keeps it all on one layer, for all the colours, no need to mess with adjustement layers which can slow down photoshop quite a bit depending on the texture sizes.
Awesome work on that vehicle Eraser, all those super-tech wheels we see everywhere these days still seem strange to me, I can't see how they'd be more useful than good'ol tires, but they sure look cool.
Actualy they look quite comfortable hehe. Why dont you make the spikes from alpha quads?
Damn, that was not the intention :poly122: fail! Did ponder this but wanted to keep the count down as much as possible, it was kind of an experiment with normals to see how spikey it could look without actual geometry.
GCMP: yea man I would agree about the alpha planes for the spikes, they are pretty key for a cactus silhouette. right now it looks like a ball with zig zags all over it.
Yeah actually that's the same method, just used a tad differently, by only applying displacement to very specific parts, etc, but overall it's the exact same thing.
Damn, that was not the intention :poly122: fail! Did ponder this but wanted to keep the count down as much as possible, it was kind of an experiment with normals to see how spikey it could look without actual geometry.
It seems that you may not be putting the polys where they are needed the most. The top loop that condeses the vertical rows is barely doing anything to the silohuette. Probably at least 1/4 of the vertical rows could be eliminated without losing a lot of roundness. For this tiny little prop, do you really want to devote this many tri's/polys to it? Heck, even if you redistribute polys to spikey-alpha-planes you can probably get away without such a detailed normal, and thus probably only need a 256 for something like this. Depending on how big you want your Cacti to be. Just my thoughts though.
Also, neox that some amazing stuff. I'm always blown away by the stuff you post around here.
I posted this in my sketchbook. It's just a wall-light-deco piece. Going for some organic/tech style. Working on sub-d modeling. Lots of pinching errors to be fixed and hard edges to be made. I'm trying to get some interesting shapes and improve my curvature flow when sub-ding things.
thanks guys
changed some forms, i wasn't happy with the balance of his arms (upper arm too thin, lower arm a bit too thick) and some shapes weren't exact enough and wobbly in some angles.
@beat kitano: i'm not quite sure what you are referring too
hm so another disneychar, lilo to support him? hmmm not sure
Rig his face and get him ingame as a Jaden replacement.
I´d totally install JK3 for this again...awesome stuff Rollin!
@Suprore
Looks very cute.
Really digging the meshflow and the way the smoothshading looks.
Personally I´d put another cut in the bottom of her chin to make the transition from chin to neck less abrupt.
Nice Elementrix, Makes me want to make it, but I don't have time. It's not too detailed, yet, not too simple. You got anymore of these style pictures? I could do with a few!
like the torso from shoulders to knee, arms and legs could definitely get a nicer flow, i like the basic shapes of the arms, legs are looking a bit straight
Japhir that looks great, especially the creases on the trousers. You probably haven't got round to it yet, but I don't like how the coat is tight against his pectorals, I'd put some folds going down off that part.
Slum that is cool so far, I used to have the Lego version of that ship
Awesome awesome sketch Varv... for some reason i really love the elbow / forearm, how you painted the shadows in with such a hard edge is really cool (I like that kinda style).
Replies
i set it to multiply, then copied it and set the second one to overlay.. seemed better than multiply only but it still sucks .
Would it have been too much to ask for an isoline view?
Basically can't see anything when the mesh is that dense.
Nice model though!
colorize bit in the hue/sat layer.
And then mask off the areas you want red, make another one for the stuff you want blue, etc etc etc
Yea sry bout that, here is the updated image; wires
I have no idea whether this is good as it is, but here is an update. IMO it's already better than before. (i had to repaint the entire head because i merged the ao down ).
Here is the setup: http://img113.imageshack.us/img113/5919/aocolorsth8.jpg is that what you guys meant?
It's nice cause it keeps it all on one layer, for all the colours, no need to mess with adjustement layers which can slow down photoshop quite a bit depending on the texture sizes.
Awesome work on that vehicle Eraser, all those super-tech wheels we see everywhere these days still seem strange to me, I can't see how they'd be more useful than good'ol tires, but they sure look cool.
Hi Vahl ,
Do You know the tuto "GREEBLE TRICK" from Wayne Robson under Mudbox projection the disp.map ?
Can gives You some idea for ZBrush.
here's the link -
http://www.dashdotslash.net/VideoTutorials/Mudbox-Greebletrick.mov
Might reduce the smaller ones in the scene with texture down to 256 or 128 and tri's too, will have to see how it goes.
Yeah actually that's the same method, just used a tad differently, by only applying displacement to very specific parts, etc, but overall it's the exact same thing.
3hrs more guess this makes it not a speedie anymore, whatever ^^
Love the wireframe shots :thumbs:
Also, neox that some amazing stuff. I'm always blown away by the stuff you post around here.
I posted this in my sketchbook. It's just a wall-light-deco piece. Going for some organic/tech style. Working on sub-d modeling. Lots of pinching errors to be fixed and hard edges to be made. I'm trying to get some interesting shapes and improve my curvature flow when sub-ding things.
KH cactuar as a keyblade knight
..slow start..
Eraserhead: awesome.. pls finish it.. (lowpoly´n textures)
neox: shiny quality work! #
just a quicky..
(very)lowpoly as-good-as done
atm i´m playing jediknight..
crazy
lookin cool
thanks guys
changed some forms, i wasn't happy with the balance of his arms (upper arm too thin, lower arm a bit too thick) and some shapes weren't exact enough and wobbly in some angles.
@beat kitano: i'm not quite sure what you are referring too
hm so another disneychar, lilo to support him? hmmm not sure
(but jk1 is realy cool too )
I´d totally install JK3 for this again...awesome stuff Rollin!
@Suprore
Looks very cute.
Really digging the meshflow and the way the smoothshading looks.
Personally I´d put another cut in the bottom of her chin to make the transition from chin to neck less abrupt.
But that´s just me nitpicking.
a phoenician house.
great stuff as always neox!
ok thats it i'm done with him, enough for my portfolio
Model by Darkstorn
just getting started here. I watched ESB saturday, I got inspired.
Slum that is cool so far, I used to have the Lego version of that ship
Generimans McHeadsculpt
Aasimar chick with... a long way to go, ff.
this is a frustrating experience.