Working on rendering a scene with a Low-Poly version of Johnny the Homicidal Maniac.
He's yet to be posed, was just trying to get the rendering down, stumbling into a few issues, biggest of which is trying to get atmosphere shadows from the volume light with either the scanline renderer or mental ray.
Scene wide shot :
Finally trying to figure out how to get the bulb to render from this :
to this :
Here's the wire of the character (his feet are higher res than the render though, managed to scrape some more polys away there)
thegodzero - cheers man, yeah i think spiky flames are in order!
arzach - ta arzach, i used zbrush - mainly the standard tool with some custom alphas, clay with a hard edged round alpha, also flatten at the earliest stages to get the planes of the face looking more or less right. Also used inflate to puff out flesh then dropped down to the second subd and reprojected to highest level to fix screwy mesh bits resulting from inflate.
Top left corner is time remaining in the round,
Top right is the work area selection (i.e stove top, cutting board, fridge) with the Biggest icon (in this case the cutting board) being the current selection
Bottom Left is as it says blade sharpness (effectiveness of slicing diminishes with time and use)
Bottom Right is a Tool selection radial menu with the large circle in the middle indicating the current selection
The active work area is set off to the side a bit so that other prep work can be done on the empty countertop.
Gameplay is still being thought out, because it is a mockup i'm not going all out in planning every detail, but essentially a more detailed and less warioware-ish version of cooking mama
The angle on the cutting board/stove taks alot of space, and just seems messy like that to me.
Same goes for the blade sharpness. The angle kindof juts out into gameplay area, reversing that angle would help imo.
The utensile UI is alright, but maybe if it was shaped more kitchen like. Like a knife holder, or a wall magnet where everything was lined up in a row (I know the bowl doesn't fit that.)
Or maybe if everything was just on thew table and you click to use it instead of a gui?
It just seems like all 4 ui's don't match, different shapes, angles, colors.
Maybe the blade shaprness could just be a chef knife shape with the green/red fade in it and not even say knife sharpness, or only sharpness (as the meter is a knife shape it would be obvious.
excellent crits, gonna go make some of those changes rite away,
The only one i'm dead set on is utensil UI, i was tinkering with the idea of just having the knife block, accessories ect... on the table, but i really want to use the rest of my table space for prep and other visual accessories, thanks Baddcog
i think it'd be cool if the cooking utensil selection was 3d, and located around the cutting plate. make them large so that they're easily clickable.
oh and a blade sharpener, which you hold and swing over to sharpen the blade!
Alright, here's a bit of an update, hopefully this works a bit better.
I like the symmetry of the top radials, but now i'm not really digging the sharpness meeter, maybe i'l try another radial for that one next
dejawolf: Already got the sharpening steel in there as a selectable item, just hard to see. After i've finalized the layout/style, the 2d thumbnails will be replaced with models
Although I do like the idea of the knife sharpness meter and think you did a good job with it I think you're right, it just doesn't match the rest of the UI well.
I think overall it's better though as everything matches and the screen seems cleared up a bit now.
Now I'm wondering about how the other stuff will display. Obviously this is the cutting board display. But it seems like maybe the cutting board should be big and the recipe small. Then you choose the recipe book and it goes to big circle... Maybe a book appears in screen in front of everything with the recipe and you have to memorize stuff to work quick.
Then the fridge comes up and has a render of fridge inside with stuff to grab?
Just a quick sketch of where I am thinking of taking the wip head shot I posted in my last post. A lot of things to be worked out and added in the 3D stage - I want to make the "infection" much more prominent.
Yes, but out of random curiosity, how does the basemesh look for such a sculpt as that, Jaco? I have seen many basemeshes for heads, some are too restricting, some not defined enough, yet you seem able to build detail everywhere with relative ease.
You've managed to get a great amount of detailjng in there without resorting to just lumping skin pores on everything which works really well. I can't wait to see this one finished up.
thanks for the feeback baddcog, good to know i'm on the rite track
The recipe book will pop up just like you described, the other locations (stove, fridge) when clicked will just rotate the camera to the left or right to reveal the rest of the work area, pretty much a shallow "u" shaped counter top
Thanks guys.
Vrav, the basemesh is pretty simple, click me.
Leviathan, thanks for the crit. Those parts will be covered but I'll fix them anyway, for portfolio purposes and what not.
Alright, here's a bit of an update, hopefully this works a bit better.
I like the symmetry of the top radials, but now i'm not really digging the sharpness meeter, maybe i'l try another radial for that one next
dejawolf: Already got the sharpening steel in there as a selectable item, just hard to see. After i've finalized the layout/style, the 2d thumbnails will be replaced with models
very nice mike; perfect project for you eh? i like the 2dness or the selectable tools, it kind of gives it more artistic room, it's less stylistically limiting IMO
feedback - make a thread dedicated to it. however, it's just a concept, and it looks like it was done in alchemy, which makes it nothing really special.
try taking that concept, and adding to it in photoshop, make a more solid foundation, and THEN start pimping/making it a reality.
I was just trying to keep the poly count down a bit and hoped the normal map would sell the wood and other little bits. The modeled details looked like poo in the normal map and I was forced to model them out a bit . And they are a little high in poly count because I just took the high poly versions and decimated them a bit and didn't take the time yet to model a true low poly version for them.
well i would suggest spend more where the silhouette is important and let the normals do the rest
perhaps just the handle and a vague bump for the skull using some of the savings to beef up the main curves of the lid
Replies
Fleshing out the weapon for my explorer character! Thought id do it in colour as it needs it.
followed Mop's tutorial...
http://boards.polycount.net/showthread.php?t=63519
and i still suck at doing more than 1 light.
He's yet to be posed, was just trying to get the rendering down, stumbling into a few issues, biggest of which is trying to get atmosphere shadows from the volume light with either the scanline renderer or mental ray.
Scene wide shot :
Finally trying to figure out how to get the bulb to render from this :
to this :
Here's the wire of the character (his feet are higher res than the render though, managed to scrape some more polys away there)
thegodzero - cheers man, yeah i think spiky flames are in order!
arzach - ta arzach, i used zbrush - mainly the standard tool with some custom alphas, clay with a hard edged round alpha, also flatten at the earliest stages to get the planes of the face looking more or less right. Also used inflate to puff out flesh then dropped down to the second subd and reprojected to highest level to fix screwy mesh bits resulting from inflate.
B
deja awesome looking tones on the face so far.
finished mah staff thingeh~
Any crits welcome, It seems a bit cluttered rite now, but i've been looking at it too long so i cant tell why
try getting some more balance or symmetry in there. for instance
O O
[_] [_]
could you explain what what is and their functions. also some explanation about gameplay? then i could help you a bit more effective
Top right is the work area selection (i.e stove top, cutting board, fridge) with the Biggest icon (in this case the cutting board) being the current selection
Bottom Left is as it says blade sharpness (effectiveness of slicing diminishes with time and use)
Bottom Right is a Tool selection radial menu with the large circle in the middle indicating the current selection
The active work area is set off to the side a bit so that other prep work can be done on the empty countertop.
Gameplay is still being thought out, because it is a mockup i'm not going all out in planning every detail, but essentially a more detailed and less warioware-ish version of cooking mama
I think a few things would help clean it up.
The angle on the cutting board/stove taks alot of space, and just seems messy like that to me.
Same goes for the blade sharpness. The angle kindof juts out into gameplay area, reversing that angle would help imo.
The utensile UI is alright, but maybe if it was shaped more kitchen like. Like a knife holder, or a wall magnet where everything was lined up in a row (I know the bowl doesn't fit that.)
Or maybe if everything was just on thew table and you click to use it instead of a gui?
It just seems like all 4 ui's don't match, different shapes, angles, colors.
Maybe the blade shaprness could just be a chef knife shape with the green/red fade in it and not even say knife sharpness, or only sharpness (as the meter is a knife shape it would be obvious.
The only one i'm dead set on is utensil UI, i was tinkering with the idea of just having the knife block, accessories ect... on the table, but i really want to use the rest of my table space for prep and other visual accessories, thanks Baddcog
oh and a blade sharpener, which you hold and swing over to sharpen the blade!
I like the symmetry of the top radials, but now i'm not really digging the sharpness meeter, maybe i'l try another radial for that one next
dejawolf: Already got the sharpening steel in there as a selectable item, just hard to see. After i've finalized the layout/style, the 2d thumbnails will be replaced with models
Although I do like the idea of the knife sharpness meter and think you did a good job with it I think you're right, it just doesn't match the rest of the UI well.
I think overall it's better though as everything matches and the screen seems cleared up a bit now.
Now I'm wondering about how the other stuff will display. Obviously this is the cutting board display. But it seems like maybe the cutting board should be big and the recipe small. Then you choose the recipe book and it goes to big circle... Maybe a book appears in screen in front of everything with the recipe and you have to memorize stuff to work quick.
Then the fridge comes up and has a render of fridge inside with stuff to grab?
Sorry, new game ideas get me curious.
nice one Ted.
nice ferg - some kind of evil clown quality to these
the guy has no hands, just like those slicers welded on = badass
For the Comicon comp:
The top/back of the ears look odd, and those two major neck muscles are too wavy.
You've managed to get a great amount of detailjng in there without resorting to just lumping skin pores on everything which works really well. I can't wait to see this one finished up.
The recipe book will pop up just like you described, the other locations (stove, fridge) when clicked will just rotate the camera to the left or right to reveal the rest of the work area, pretty much a shallow "u" shaped counter top
Vrav, the basemesh is pretty simple, click me.
Leviathan, thanks for the crit. Those parts will be covered but I'll fix them anyway, for portfolio purposes and what not.
one of wifes new pieces
try taking that concept, and adding to it in photoshop, make a more solid foundation, and THEN start pimping/making it a reality.
why the extreme difference in poly density between the main shapes and the details
perhaps just the handle and a vague bump for the skull using some of the savings to beef up the main curves of the lid
plus nearly every game chest needs an interior
But I think the tex on the chest is really good.