Ahoy all polycounters, looking for some tips or comments on what i'm currently working on and forcing myself to see some actual work through to the bitter finish...
Reference:
-
-
-
Goal:
I am hoping to keep the character under 600-ish tris, maybe even under 500 if i can.
Rig him up and make a little animation.
Updated: 30-06-09
Where I'm at:
I am currently attempting to get to grips with texturing again. I am really trying to get the painted look of the model i have above... anyone got any tips on how to do that? The images above are too small to be of use as actual textures.
How does one get that thick painterly feel to a texture? I am also struggling with trying to get a chain armour texture that matches the reference better. The one i got is a rather shoddily edited photo.
My somewhat improved tex unwrap, still not perfect i'm sure. Good enough for this though.
----
Any crits and comments or advice most welcome!
Cheers
Jarvgrimr
Replies
Got the body about where i want it to be. Anyone know of any good way to get a true Tri count in 3DS Max 2010?
I am also tossing up between shield ideas... should i make it actual round geometry or just go for a plane and be done with it?
Any thoughts polycounters?
Views-> Viewport Configuration -> Statistics [tab], then you can select what type of count you want.
So far as the shield, I'd make it a circle plane with a good amount of sides so you get a nice round shape.
Well the shield will need to be very low poly if i want to stay under the self set tri count... but i don't think i am gonna be able to do that.
I have updated where i am, if anyone feels like gracing my thread with some feedback or advice, or tips or... whatever. Would be most appreciated.
right now there's way too much negative space being wasted.
if you can pack the things closer together, then u can end up with higher resolution for each individual part
also, look into using pelt maps and stuff for more organic meshes, for future reference.
I've been trying to find some good pelt tuts but nothing so far covers the 2010 version of the pelt mapper which seems to be worse than the older ones.
I am onto texturing now, which i am no good at. So any texturing advice would be most welcome.
I am trying to keep my model as close to the source image as possible. So i would love to get that sort of thick rich painted colour to my character, however i am not sure how to achieve that.
Anyone got any tips? Brush types? I have both Photoshop & Painter 11 at my disposal, just a lack of skill! Soa ll advice is most welcome!
I also would like to get a more uniform looking chain armour texture. The one i am currently using is something i grabbed off the net and roughly hacked apart and enlarged. Is there any easy way to paint some chain armour from scratch?
I am going to unwrap the sword & scabbard and (non-Liefeld style) pouches which means i've got two maps which may be excessive for such a small character, but i shall just have to remember that for next time!
i'd start by dropping in the base colors, like you have, painting the darks and lights of the forms (softlight) (lit from above), above them. then, overlay some textures, then, create a b/w bump map with the intentions to use crazy bump to generate an ao and cavity map to overlay your forms. the black in the figurine reference looks a lot like an ao map. and then some final polish touch-ups.
regarding the shield, i'd model it, it'd look better, even if you did go over your count, it'd look much better as a portfolio peice than one that just used an alpha'd plane.
I have had to do some touch ups on my UVW unwrap, so i am having to re-work alot of what i had in the texture. Your advice here is very useful, i shall follow your suggestions. I really want to try and get myself into a good layering habit with textures. I normally do my lighting details over the top of everything, which rarely turns out well! :P
A bit of a dumb question; what is an AO map and what is a cavity map?
I think you are right... i shall add the shield as a modelled piece, as i certianly need something to look good in a portfolio more than anything!
Well i was planning on just painting the texture in a large rez, then dropping ti down to 256x256... unless that's not the best idea? I'm not sure what would be best to do. Is it better to work in the true resolution?
Thanks for the kind words & the advice. I shall try experimenting with some diff brush strokes, as i really don't use PS to it's full potential at all!
Another update later today (i hope!), thanks for all the advice and tips guys!