I did a test with sculpting a creature mesh out of spore.
This is how it looked in spore:
and to this i sculpted it:
(texture is not changed)
At first i thought it would be a mess to sculpt because its tris only but just for a speedsculpt or a concept it works ok. It needs to be sculpted in a quiet high sdiv to get less messy details though.
These lines on the arms, that look detailing, are there because of the tris and the resulting mess of a meshflow. Another thing is that only the arms, legs and body are one connected mesh. Hands and feets and all other things are just sticked in it meshes
been doing some old skool stuff on my old skool computer
you can probably see where i have been reworking this.
1100 tris - 256x256 texture for body and head
I did a test with sculpting a creature mesh out of spore.
This is how it looked in spore:
and to this i sculpted it:
(texture is not changed)
At first i thought it would be a mess to sculpt because its tris only but just for a speedsculpt or a concept it works ok. It needs to be sculpted in a quiet high sdiv to get less messy details though.
These lines on the arms, that look detailing, are there because of the tris and the resulting mess of a meshflow. Another thing is that only the arms, legs and body are one connected mesh. Hands and feets and all other things are just sticked in it meshes
I'm working on a Ninja Turtle (Donatello) Although I plan on converting the mesh to the others aswell, if all goes to plan.
Here's my base mesh so far:
I haven't worked on a character in ages! In fact, I haven't made a next-gen style game character before. I'm a little bit torn on the direction I should take him. I want to sculpt in very angular forms, sort of like that Yakuza thing somebody posted a while back. However, I think a turtle is a subject that screams for organic shapes.. I'm really keen on the angular forms though, the character designs in the new TMNT cartoons are very angular, so it isn't too far fetched.
Bitmap, Hawken: It's only lightmaps, a 4096 one *cough*
I still have to fix geometry to remove the lighting artifacts (straights lines in the meshes) to be better.
The three directionals are for sun, sky left, sky front, and to keep shadowing inside the house I only enable shadows for the main lights bounces. Mostly the ones which are on the ground. It's far to be a perfect technique but it looks ok
n88tr: you might want to take a closer look at some real world rifle designs, specifically the breech/bolt size and position. You mentioned that you adjusted the size of the magazine to fit the bullets, but the breech needs to be larger so the shell casings can be ejected as well. Also it should probably be positioned more directly over the magazine since bullets usually feed straight into the chamber and are then pushed forward by the bolt.
lovely job on the cloth ivars
noodling out some more on dracula, still got to swap out his big goofy hands, though still haven't managed to pose the new ones as dramatically
That Dracula looks fooking ace! can't fault it what so ever.
little something I'm brewing up for the low poly thread, 344 tris, 512x256 texture, partially photosourced (lights) and currently finishing up the texture and possibly whack a spec map on if I know the Iphone can handle it. Might chat with my coder buddy and see if he wants to get it in game.... mmmmm cossie drifts...
Holy Jebus, kite, that's beautiful. Excellent work. His right shoulder kinda bugs me, though; it seems like it's dislocated. Pulling it up just a teensy it would probably fix that.
Replies
doing some vegetation and rendering in unreal. I bearly started
This is how it looked in spore:
and to this i sculpted it:
(texture is not changed)
At first i thought it would be a mess to sculpt because its tris only but just for a speedsculpt or a concept it works ok. It needs to be sculpted in a quiet high sdiv to get less messy details though.
These lines on the arms, that look detailing, are there because of the tris and the resulting mess of a meshflow. Another thing is that only the arms, legs and body are one connected mesh. Hands and feets and all other things are just sticked in it meshes
And yeah he has a gun down there.
Not enough progress on the textures to show yet.
I have no idea how to work with UE3.
Is that lightmaps? Or dynamic lightning inside UE3?
it's my phone, still WIP
been doing some old skool stuff on my old skool computer
you can probably see where i have been reworking this.
1100 tris - 256x256 texture for body and head
not bad for an 87 year old
old skool kool post some close shot...
mvelasquez Is that low-poly with normal map or high poly...
How do you rip characters from spore?
The detail on that light map is incredible. Is that baked in?
Here's my base mesh so far:
I haven't worked on a character in ages! In fact, I haven't made a next-gen style game character before. I'm a little bit torn on the direction I should take him. I want to sculpt in very angular forms, sort of like that Yakuza thing somebody posted a while back. However, I think a turtle is a subject that screams for organic shapes.. I'm really keen on the angular forms though, the character designs in the new TMNT cartoons are very angular, so it isn't too far fetched.
More to come I guess.
I think it's lightmap bake and stencil/dynamic shadows in the editor viewport on top of it.
I still have to fix geometry to remove the lighting artifacts (straights lines in the meshes) to be better.
The three directionals are for sun, sky left, sky front, and to keep shadowing inside the house I only enable shadows for the main lights bounces. Mostly the ones which are on the ground. It's far to be a perfect technique but it looks ok
Its a feature in the new patch. Here is a tutorial:
http://forum.spore.com/jforum/posts/list/37155.page
The exported creatures come also with a rig and textures.
Fixed my extrude issue, thank you PolyCount!!! Then I made finishing touches on my silenced sniper rifle. Actually I made a ver2 of it.
Just the head to go now, and a bit of lighting polish.
pull a mirror x flip on that guy though... looks like you have some skewing errors from good ole' handedness
dang..thanks for the tip, will definitely keep flippin' in the future.
hey man what did you use to render this?
this is great btw
Aiming for 8-10k tris for the whole thing.
Had to rush the lowpoly and texture, but i got it done just in time.
noodling out some more on dracula, still got to swap out his big goofy hands, though still haven't managed to pose the new ones as dramatically
little something I'm brewing up for the low poly thread, 344 tris, 512x256 texture, partially photosourced (lights) and currently finishing up the texture and possibly whack a spec map on if I know the Iphone can handle it. Might chat with my coder buddy and see if he wants to get it in game.... mmmmm cossie drifts...
Dude seriously, please teach me. :poly122:
garriola83: Its a max shader we use at work. Sorry not available to the public :P
Playing around with the new Mudbox 2010. Sculpted from a sphere and rendered in Mud viewport.
Almost done fletcher, looking great. o.<d
kite : WOW. trully fantastic model here !
adamlewis : love your last design. Very fleshy ! :-)
Did a bit of progress. I still need to refine alot of areas, though. I'm gonna try to polypaint the most I can when the modeling is done.
Renaud, are you going to print that out?