Initial maya sculpt blob plus accessory shapes to get thoughts out.
hopefully this isn't TOO obvious a choice.
Depending on how far we can push things I'll either go with this guy or a steampunky bot thing from bobo's. though the accessory I'd be adding would be a head...
Yeah.. I have started on this thingy here. No real plan behind it, just making shit up as I go :P Not quite sure if I will actually finish it or use it, but I felt like modelling, so... And yeah, its polycount for me this year
Here's a progress shot on mine. Wondering what you guys think. My idea was a kind of fish like creature, with gogles and a kind of bony head. He'll be wearing a tight, high collared shirt with some emblems on it later.
I've added some armour to make him look a bit more General like. I really wanted to go with a cigar but others have beaten me to it. Need to incorporate the polycount logo somewhere on his body. Possibly his chest. Hufff, i'm done for now.
Going with a ...alien..soviet...guy. Those blobs towards the bottom on the necklace, I think, are going to be shrunken heads if I can get it into the extra tri limit.
You have to use the original base mesh so no re-topo allowed.
Extra gear goes onto the same texture so you'll have to alter the UVs to accomodate for the extra space needed.
im a little confussed are we allowed to push/pull the geom, ie just re-export low from Zbrush or not?
Sculpting in MB or ZB changes the mesh in a non destructive manner but alters the silhoutte.
He was curious, as am I, as to whether you can export this altered mesh as the low poly version?
really impressive sculpts here, especially considering the difficult constraints, I opted for the 2D just because I didnt like the idea of conforming to the original shape of the lowpoly - if we had been allowed to just use it as a basemesh with no further restrictions I probably woulda tried the 3D.
I've looking online for a tutorial on how to apply a glow map to a model in max. I added the glowing eyes using photoshop. The standard of work here is excellent. Why is the stocky guy so popular?
Today's progress so far. Heavily modified the SDK ... thought it might be cool to turn the "head" into a neck. 18 polies to spare which I plan on using for little wires under the head (cards). The thing on the shoulder is going to be one of those crazy general pads.
My first go at the Zbrush! ,I have no clue how to bake this normal map to my low poly or export it or whatever, but hopefully I'll have results by the end of the day
Anyone got any tips to newbie on how to match it up better with the low poly?
Replies
Base idea: robot-general
Great looking stuff so far, everyone. If everything's clear, I'm hoping to have something posted by this weekend.
coldkodiak:looks pretty cool.interested how you'l pull it off
jaco:nice
a few quick dirty sketches for fun.
a rhino thingy, and a chicken looking thingy..now i relize they look nothing like generals but w/e
Good luck to everyone.
-caseyjones
Edit: more, but I think I'll redesign the front, as it isn't menacing at all. Or general-y. Needs tusks or something.
so ive smoothed down the face like 3 times, and this normal came out pretty nicely:
now to throw some more shit at that face
By deanmalus at 2009-02-21
Shit i like that badger one
Initial maya sculpt blob plus accessory shapes to get thoughts out.
hopefully this isn't TOO obvious a choice.
Depending on how far we can push things I'll either go with this guy or a steampunky bot thing from bobo's. though the accessory I'd be adding would be a head...
Greentooth got a bit streched but yeah..
i have no doubt greentooth supports that. those boobs. win
Lord Green Tooth IV, Count of Polygon - General of the Horde. lol
By deanmalus at 2009-02-21
I'm thinking maybe grandpa instead of grandma
Finally I found my direction
Have to take care about the 500 tris issue.
shall throw my hat into the polycount ring
heres something that tinkered with, zbrush and a normals colour start
Snefer: Iam digging the details put into your uniform. More than most so far so far, it reads "War General" upon first glance.
C&C welcome
JFletcher - love this work It's fantastic
Any comments are welcome
ETA: nice to see that you're fightin':)
My first attemp to this great SDK, a lot of things to do...
just playing with shapes probably gonna split the armour out onto those 500 tris
Ignore the colors for now, I just plopped some stuff on there for clarity's sake.
Nice work everyone!
Quick Scribble:
[IMG]http://www.gavimage.com/wip/alien head.jpg[/IMG]
Little bit of sculpt progress:
Going with a ...alien..soviet...guy. Those blobs towards the bottom on the necklace, I think, are going to be shrunken heads if I can get it into the extra tri limit.
FOR THE HORDE!!!
Gav
also how do we uv the extra bits on the same texture set or a new one?
Extra gear goes onto the same texture so you'll have to alter the UVs to accomodate for the extra space needed.
Will post my WIP on monday
That doesn't answer Shepeiro's original question.
Sculpting in MB or ZB changes the mesh in a non destructive manner but alters the silhoutte.
He was curious, as am I, as to whether you can export this altered mesh as the low poly version?
I'm guessing no, but its not that clear.
To make it simple. NO. Do not in any way change the low poly mesh except for uvs.
The extra stuff you add all goes on one sheet. So take that into consideration.
I've looking online for a tutorial on how to apply a glow map to a model in max. I added the glowing eyes using photoshop. The standard of work here is excellent. Why is the stocky guy so popular?
More progress...gotta add the teef plus more refining..plus a few other thingies. Starting to get worried that this won't bake down too swell :P
Some really nice stuff going on in here. Here's my random contribution.
Some great stuff coming out of this. Hope I have some time. Good job all.
My first go at the Zbrush! ,I have no clue how to bake this normal map to my low poly or export it or whatever, but hopefully I'll have results by the end of the day
Anyone got any tips to newbie on how to match it up better with the low poly?