what do you mean x=0? ive noticed if you have overlapping edges or faces it will bug out and explode
thanks guys umm I mean when I click on an object in that leg and move a vertice or extrude or use any command that edits the mesh I find one vert flies off to the centre of the character without me even touching it maybe I will reinstall silo cause its wierd
the bpdy sculpting is well under way. One problem now, Ive exported all the armour as one object from silo and I can subdivide once but when I try to do another subdivide it crashes mudbox 1 and mudbox 2 any help would be appreciated?
cant help you with the mudbox but bumped in to say that the modell looks reaaly cool especialy i like th e head desing! The only thing i am worried about are his legs- arent they a bit too thin, they seem fragile.
As for the armor, take it back into Silo and work with it in there. It's armor- it doesn't really need the mudbox treatment so much. Maybe someone has a better idea, I'm just saying maybe it's not worth it.
I like how he's coming along- just one crit- feet seem waaaay too small.
Seems like you could just go back into Silo and re-export things individually? Either way, looking good man...wasnt too sure where it was going but you're making some nice progress!
*I have the same issue with mudbox being a bitch at times. Its the sole reason I`ve been thinking about sucking it up and giving z-brush a go. but yeah- sounds like your best bet might be to have all the armor bits as separate objects so you can get optimum performance, via hiding/unhiding stuff.
thats my solution, but admidityl not the most streamlined. maybe we both need to get better machines, but didnt you just upgrade? plus I was one of those suckers that tried to build a crysis rig. so I dont feel like I should be having issuse of this nature-
at anyrate I`m intrested to hear if people have workflow suggestions because feel like I can never get as much detail as I want because mudbox is a Hor.
Thanks for all the comments and crits!
Yeah I might use silo and see if I can manually sculpt some detail but I was hoping for a bit of sculpted battle damage on the armour in mudbox. I dont think mudbox was dying because of the subdivision as it was only the 2nd level like 50 000 polys so it must be a problem mudbox has with my model. I might download the zbrush demo and see if it is any better or maybe I will try exporting each armour piece seperately from silo.
not much time now, Im guessing there will be some sort of extension to the deadline. unwrapping is what I am slowest at so Im really not looking forward to that. Anyone know some good unwrapping tutorials for silo??
I will beef up the legs, hes a bit comical in proportions right now like mr incredible or something.
almost done with the high poly, just gotta make his robotic claw for his left hand then I can get going on the low poly, still dont think I can finish in time but I might as well try.
Thanks alot konstruct it means alot to get that bit of encouragement now and then, hopefully we will finish somehow :P. To be honest Ive ended up experimenting alot during the making of this guy but I can say that in future I would like my workflow to be.
1. model in silo
2. sculpt in zbrush
3. retopo in silo and uvmap in silo
4. bake in xnormal
5. paint textures in paint tool sai
I really wanted to use mudbox1 or mb2009 but I just found that zbrush seemed to import the armour parts better, crashed less and allowed me to work with alot more polys with better performance.
still havent done a retopo or uvmap in silo but Im hoping its as good as the modelling as Im probably gonna buy silo soon.
anyone know any good tutorials on uv unwrapping in silo? I watched the ones on the nevercenter site but wondered if there were more
Its so amazing. It makes the pains of UVing a thing of the past.
As far as your sculpting woes go, what did you just stick w/ mudbox? I haven't checked out mudbox, but is there a re-topogize tool in it? I know with zbrush, if you cant subdivide anymore and you need that extra resolution then retoping it working beautifully.
Thanks mikezoo
yup I used uvlayout on my last big game model(deadpool) and it was pretty good but not very different from 3dsmax unwrap or roadkill, quite standard unwrapping and requires exporting and importing from your app of choice to get it into uvlayout which can be annoying when you keep wanting to make small changes to the model.
Yeah I suppose your right. Exporting/importing is a major pain. I just remember going from Maya's 7 UV tools, to headus. it felt like a huge bolder was lifted off my back. Now iam mostly using max. GL on your dude!
been working on this guy in any spare time I get so basically Ive been up till 1am every night in order to just work on him an hour or 2 a day. supposed to be at a friends birthday but Im feeling quite ill tonight with hayfever, so Im working on my entry instead, got the legs on the go right now.
I bought silo cause its what I needed, retopo so far in 3D coat
Nice work Ged, keep trucking man. I know how you feel though about finding the time, I've been basically relegated to weekends-only cause of my schedule. Retopo is looking very clean
i love how bulky and "deep" this guy is - he's got a lot of really nice clear shapes, it's working really well - i reckon you've got time to finish, keep it up
thanks guys Im taking the retopo from 3d coat into silo today to add the hard surface elements. Silo cant seem to get the geometry mirror to work properly, I keep loosing the edge along x=0 and snapping isnt doing much
A trick you can use is make a new scene export your model as an obj and reimport to save the scene from crashing. On a side note, that low poly is looking dope, I like the bulkiness of the character, make sure you put more definition on the face to give a nice point of focus to the character.
I managed to fight with silo and get all the gaps and spare vertexs fixed, I also began unwrapping in silo which I have never done before. In some ways its really fast and really easy but in other ways it just doesnt have the options I would expect in the places I expect.
For example Ive now lscm unwrapped the torso but its not right so I adjusted the seams but when I hit lscm unwrap now it doesnt seem to do anything cause its already unwrapped? wierd - so how do I reset the unwrapping process but still keep my seams?
try deleting the uvs in the uv view. I find when I click to unwrap again it will unwrap the whole model again(in addition to your existing stuff) but then you just have to delete the excess
thanks for the support guys its getting there - got some errors in the maps so I gotta rebake but heres where its at. I managed to get all the uvs and the first bake done all in one night - phew Im tired :P
woop woop!
spend this weekend texturing like mad, do a quick pose however you find (zbrush - transpose master?) and you're golden. shaping up very nicely!
woop woop!
spend this weekend texturing like mad, do a quick pose however you find (zbrush - transpose master?) and you're golden. shaping up very nicely!
duely noted, Ive been up till 2 in the morning adding some base textures, just diffuse and a stand in specular for now. Colours are waaaay to bright I know.
i really like the red in the previous image :S im not really feeling this new color scheme.
Sorry guys Im gonna stick to my original concepts colours, only when those colours are done I might experiment with alternate versions. The red was just the colour xnormal gives when you dont bake a texture properly
yeah good idea jackablade I was thinking of painting in an edge to all the organic stuff where it joins to the metal in a kind a whitish membrane with maybe a tiny red edge where it joins, havent got the far into the details yet though. hopefully people like it a bit better now that most of the colours are in there
Replies
thanks guys umm I mean when I click on an object in that leg and move a vertice or extrude or use any command that edits the mesh I find one vert flies off to the centre of the character without me even touching it maybe I will reinstall silo cause its wierd
As for the armor, take it back into Silo and work with it in there. It's armor- it doesn't really need the mudbox treatment so much. Maybe someone has a better idea, I'm just saying maybe it's not worth it.
I like how he's coming along- just one crit- feet seem waaaay too small.
*I have the same issue with mudbox being a bitch at times. Its the sole reason I`ve been thinking about sucking it up and giving z-brush a go. but yeah- sounds like your best bet might be to have all the armor bits as separate objects so you can get optimum performance, via hiding/unhiding stuff.
thats my solution, but admidityl not the most streamlined. maybe we both need to get better machines, but didnt you just upgrade? plus I was one of those suckers that tried to build a crysis rig. so I dont feel like I should be having issuse of this nature-
at anyrate I`m intrested to hear if people have workflow suggestions because feel like I can never get as much detail as I want because mudbox is a Hor.
Yeah I might use silo and see if I can manually sculpt some detail but I was hoping for a bit of sculpted battle damage on the armour in mudbox. I dont think mudbox was dying because of the subdivision as it was only the 2nd level like 50 000 polys so it must be a problem mudbox has with my model. I might download the zbrush demo and see if it is any better or maybe I will try exporting each armour piece seperately from silo.
not much time now, Im guessing there will be some sort of extension to the deadline. unwrapping is what I am slowest at so Im really not looking forward to that. Anyone know some good unwrapping tutorials for silo??
I will beef up the legs, hes a bit comical in proportions right now like mr incredible or something.
This looks amazing man!
what workflow did you end up going with?
1. model in silo
2. sculpt in zbrush
3. retopo in silo and uvmap in silo
4. bake in xnormal
5. paint textures in paint tool sai
I really wanted to use mudbox1 or mb2009 but I just found that zbrush seemed to import the armour parts better, crashed less and allowed me to work with alot more polys with better performance.
still havent done a retopo or uvmap in silo but Im hoping its as good as the modelling as Im probably gonna buy silo soon.
anyone know any good tutorials on uv unwrapping in silo? I watched the ones on the nevercenter site but wondered if there were more
Thought unlikely to be of much use to use for this competition, nevercenter are putting together a new uv tutorial, http://www.silo3d.com/forum/showthread.php?p=108612#post108612
Not sure if you've seen this uv mapping tutorial, might be what you're after.
[ame]http://www.youtube.com/watch?v=btqYGgcCugc[/ame]
If you don't have much luck doing it in silo, you could try blender. There's a video tutorial for it here http://www.blender.org/education-help/video-tutorials/modelmateriallight/ . It's slightly different now but that should get you through most of it.
heres the final highpoly with the claw
I don't know a thing about silo, but have you checked out headus UVlayout?
http://www.uvlayout.com/
Its so amazing. It makes the pains of UVing a thing of the past.
As far as your sculpting woes go, what did you just stick w/ mudbox? I haven't checked out mudbox, but is there a re-topogize tool in it? I know with zbrush, if you cant subdivide anymore and you need that extra resolution then retoping it working beautifully.
Killer work. I like the arms alot!
yup I used uvlayout on my last big game model(deadpool) and it was pretty good but not very different from 3dsmax unwrap or roadkill, quite standard unwrapping and requires exporting and importing from your app of choice to get it into uvlayout which can be annoying when you keep wanting to make small changes to the model.
I bought silo cause its what I needed, retopo so far in 3D coat
About 8400 tris
A trick you can use is make a new scene export your model as an obj and reimport to save the scene from crashing. On a side note, that low poly is looking dope, I like the bulkiness of the character, make sure you put more definition on the face to give a nice point of focus to the character.
Go Ged go!
For example Ive now lscm unwrapped the torso but its not right so I adjusted the seams but when I hit lscm unwrap now it doesnt seem to do anything cause its already unwrapped? wierd - so how do I reset the unwrapping process but still keep my seams?
Spark
heres xnormal
I tried marmoset and only get a pink model until I load an environment shader and then it gives me these wierd smoothing groups/normals
spend this weekend texturing like mad, do a quick pose however you find (zbrush - transpose master?) and you're golden. shaping up very nicely!
its like Ironman had sex with Optimus prime.
..
Don't worry thats a compliment.
duely noted, Ive been up till 2 in the morning adding some base textures, just diffuse and a stand in specular for now. Colours are waaaay to bright I know.
gotta love marmoset
Keep it up.
Sorry guys Im gonna stick to my original concepts colours, only when those colours are done I might experiment with alternate versions. The red was just the colour xnormal gives when you dont bake a texture properly