I feel a bit like Im spamming the thread, but I think I'm about done with the highpoly now. Just some minor changes and details left, so I will start my texturing now!
The only thing I don't like right now about your highpoly is the parts just below his face, the three plates on the sides there, they look abit to "zbrushed" for my liking, but maybe they look better when baked. Anyway, only minor crit I have to give, otherwise its looking ace!
Ooo, pretty colors there, solar! Are you planning on doing anything to break up either side? As of now my only major crit is how mirrored he feels.
I suppose that goes with the fact that I haven't looked at the base meshes unwrap (which I recall you cannot tweak), but if the face is not mirrored it'd be cool to see some kind of tattoo or eye scar that is on one side of his face.
Cracking stuff Solar, easily one of my favourites, it's come so far for what I initially thought was a joke sculpt at the first preview.
Good luck with the baking process, Vidar!
Looking forward to seeing the texture work in the final stage, Snefer.
I've baked the normals down, here's a taster, armour will follow shortly and then I can begin the texturing phase *fingers crossed*.
I'll need to move a few verts around on the additional 500poly mesh to get a smoother sillhouette but that's an easy small fix.
Great work guys, keep it up, only 3 more days left.
Snefer - very nice, really looks great! I can't help being a bit distracted by those losange shaped pieces on the lower straps, they look a bit strange. Still, yours is one of my favs!
Solar - he looks awesome, very original.
I'm still working on mine, have lots of stuff to do on my textures, and not quite sure how I'll render him in the end. These are done with xnormal, and I've been messing around with Pico a bit (but it's damn slow on my machine, not sure why...). Might give UT3 a try if I find the time.
Still have a little under 100 extra polies left, gotta see if I can think of any other little detail to ad.
Quick update before I pass out once again and get ready for the mad art weekend.
Still need to smooth out the armor on his back area and do some subtle dents and random things for the main armor. Teeth could use some love but I dont think I have time for it sigh... But baking is required and a texture pass beckons me!
I could get lost in Zbrush for a few more days if I dont watch myself hehe
Solar: the Highpoly was looking so wicked. But I think you will need to be very carefull with the texture. Its getting lost in all the little details and color ranges. Hope it turns out nice though.
DemonPrincess: Looking nice. Curious to see what things you will be doing with the cloth and little details for this one.
Snefer: Nice work! I like how this one is turing out lots!
StefanH: cool colors. Looks very bug / plant like. Though I dont read general / commander type character from it. some deco to sell that part of it maybe?
Keep up the war effort everyone!
Regards
Skiffy the Junkyard monster lumbering into the darkness.
solar, that kicks all sorts of ass. I do agree that his armor may blend into him a little too much from the color, though.
and thanks a ton jox
I refined a little bit and added more bacon but this is probably all I have time for for the sculpt
PS, we don't have to use both necklaces on this base, do we?
awesome work guys, shaping up to be lots of good entries. That's particularly nice skiffy, lots of character and sweet silhouette
started baking stuff out from zbrush and did quite a radical colour shift as befits an underwater creature, but i thing he's getting a bit too monotone. Paintover shows where the design is going with glowy bits. Got to shift up the straps and rebake the normals on his chest, maybe add a little bit of mesh for the cloth on his back. Wish I'd thought to add barnacles and hanging kelp
edit: ged - cheers! yeah i baked out the material from zbrush using a displacement map and with col>tex did the same for the polypainting. Applied both to the hires meshes in xnormal and then baked those down to the lowpoly. the spec is just a a nice high contrast cavity metal material baked out from zbrush too.
Hi all, I already tried to do the 3d-character DMIII the last year, unfortunately I was too late. I don't have much time for this one but many firends (wizo, ced66-3dtotal and mojette) are participating so I'll stress my skills to sketch a general in ~12hours.
Here is my 3d concept - Zbrush of course.
quick 2 hours to determinate my shapes, forms and main idea.
I'll try to divide my short time like this:
4 to 5 hours for Highrez + 500tris modeling
2 to 3 hours for baking, twealing uv, all in place
2 to 3 hours for textures (diffuse and spec, I'll try to put cubemap on it to be close of Zbrush rendering, I'll render in 3dsmax basic scanline).
and finally, ~2 hours to render and tweak details.
thanks jonas, it's just a max scanline render - 4 standard spots with mid-range ambient light
stefan - thanks stefan, there's probably a simpler way of doing it with zbrush 3 but my process is - create a 16bit displacement map, open that in photoshop, save as psd, Import that as an alpha, select your material of choice and in the alpha pop up window select cropandfill document. It's not ideal as it bakes in some lighting information, so you need to overpaint to avoid clashing. good for spec though!
This is low poly with occolusion and normal map, rendered by standar maya hardware engin. I want to do quck color texture now and sclulpt a bit more details later on. Additional geometry (brush ond the helmet, mustache, polycount log and sash) contain 496 tris.
dur: how did you get shadows and bloom to work in the maya viewport?
Bloom is post sorry.
For the shadows its just a spot light with shadow maps enabled, the viewport>lighting>shadows. That is truly all i did. I have found that special materials in maya don't take the shadows though.
For the shadows its just a spot light with shadow maps enabled, the viewport>lighting>shadows. That is truly all i did. I have found that special materials in maya don't take the shadows though.
We allowed to do post stuff? Hmm. Would be nice if so.
Replies
detailed the highpoly mesh and did a first bake
heres a little teaser.
have to do proper spec map and light rig next
I feel a bit like Im spamming the thread, but I think I'm about done with the highpoly now. Just some minor changes and details left, so I will start my texturing now!
I try to texture my model.
viewport grab.
I suppose that goes with the fact that I haven't looked at the base meshes unwrap (which I recall you cannot tweak), but if the face is not mirrored it'd be cool to see some kind of tattoo or eye scar that is on one side of his face.
Good luck with the baking process, Vidar!
Looking forward to seeing the texture work in the final stage, Snefer.
I've baked the normals down, here's a taster, armour will follow shortly and then I can begin the texturing phase *fingers crossed*.
I'll need to move a few verts around on the additional 500poly mesh to get a smoother sillhouette but that's an easy small fix.
Solar-very cool character, i love the expression of his face
my try with texturing-wip. To be honest i suck in this.
screengrab from x normal
Solar - love it!
Flavaflav?
maya real-time. just finished baking.
WTF? Why pictures no mo?
Snefer - very nice, really looks great! I can't help being a bit distracted by those losange shaped pieces on the lower straps, they look a bit strange. Still, yours is one of my favs!
Solar - he looks awesome, very original.
I'm still working on mine, have lots of stuff to do on my textures, and not quite sure how I'll render him in the end. These are done with xnormal, and I've been messing around with Pico a bit (but it's damn slow on my machine, not sure why...). Might give UT3 a try if I find the time.
Still have a little under 100 extra polies left, gotta see if I can think of any other little detail to ad.
Here's my doodle:
Still need to smooth out the armor on his back area and do some subtle dents and random things for the main armor. Teeth could use some love but I dont think I have time for it sigh... But baking is required and a texture pass beckons me!
I could get lost in Zbrush for a few more days if I dont watch myself hehe
Solar: the Highpoly was looking so wicked. But I think you will need to be very carefull with the texture. Its getting lost in all the little details and color ranges. Hope it turns out nice though.
DemonPrincess: Looking nice. Curious to see what things you will be doing with the cloth and little details for this one.
Snefer: Nice work! I like how this one is turing out lots!
StefanH: cool colors. Looks very bug / plant like. Though I dont read general / commander type character from it. some deco to sell that part of it maybe?
Keep up the war effort everyone!
Regards
Skiffy the Junkyard monster lumbering into the darkness.
solar, that kicks all sorts of ass. I do agree that his armor may blend into him a little too much from the color, though.
and thanks a ton jox
I refined a little bit and added more bacon but this is probably all I have time for for the sculpt
PS, we don't have to use both necklaces on this base, do we?
I have joined this very late, but here's what I started last night for my entry. Still working on the sculpt, details and refining.
Would love your thoughts.
aaaaaand obligatory test nm on the lowrez. Still need to adjust the UVs to allow space for clothes.
Did a bake test the other day, seems to work well enough.
Interested in seeing how yours end up Inpw, seeing mechanically you're going in the same dir.
Funky Bunnies, yours make me laugh everytime I see it ^^ No, you can alpha away the necklaces if you want to, like I did with mine
Skiffy, great sculpt, now get the texturing done!
Nice models from everyone its really looking sweat!
started baking stuff out from zbrush and did quite a radical colour shift as befits an underwater creature, but i thing he's getting a bit too monotone. Paintover shows where the design is going with glowy bits. Got to shift up the straps and rebake the normals on his chest, maybe add a little bit of mesh for the cloth on his back. Wish I'd thought to add barnacles and hanging kelp
edit: ged - cheers! yeah i baked out the material from zbrush using a displacement map and with col>tex did the same for the polypainting. Applied both to the hires meshes in xnormal and then baked those down to the lowpoly. the spec is just a a nice high contrast cavity metal material baked out from zbrush too.
Here is my 3d concept - Zbrush of course.
quick 2 hours to determinate my shapes, forms and main idea.
I'll try to divide my short time like this:
- 4 to 5 hours for Highrez + 500tris modeling
- 2 to 3 hours for baking, twealing uv, all in place
- 2 to 3 hours for textures (diffuse and spec, I'll try to put cubemap on it to be close of Zbrush rendering, I'll render in 3dsmax basic scanline).
- and finally, ~2 hours to render and tweak details.
Good luck everyonehow do you bake a material in Zbrush? i only know how to bake polypainting...
stefan - thanks stefan, there's probably a simpler way of doing it with zbrush 3 but my process is - create a 16bit displacement map, open that in photoshop, save as psd, Import that as an alpha, select your material of choice and in the alpha pop up window select cropandfill document. It's not ideal as it bakes in some lighting information, so you need to overpaint to avoid clashing. good for spec though!
Bloom is post sorry.
For the shadows its just a spot light with shadow maps enabled, the viewport>lighting>shadows. That is truly all i did. I have found that special materials in maya don't take the shadows though.
looks gruesome
I really love yours kite.
Really cool DemonPrincess.
I'm liking where yours is going Rory_M.
I don't think we are? But you can use scanline renderers if you wanted to and go absolutely nuts if ya wanted to.
- All lighting solutions from any software package is permitted.
- All shaders are permitted.
So this pretty much allows you to go crazy with presentation and render of the final image. Now get back to making awesome!
Regards
Skiffy the Junkyard monster wandering the wastes
update from me,, dont mind the face that much, i have a hood to put over it :P,
need to speed things up a bit if i want to get any colors on this.
ahh btw, nice one oscar , and u still got your box here, if there isnt more then one oscar at funcom :P
Mynki: Awesome, I love it, can't wait to see your final post.
Jonas: Nice one !