as i didn't now how to write the sound of a sheep in english i asked poop to help me out, apperently baaaaaah could be a warcry of a goblin, so i decided to not use it as a threadtitle!
however i wanted to to create a thread for my sheep and share the concepts and stuff in one place instead of spread all over the wip thread...
so here we go, concepts by Stephan Stölting, a colleague of mine who helped me a lot on a huge job for Ubis Settlers7 title, at first he started with a quite different approach
as you see, he did quite some sketches we decided to mix some features and develop the sheep in 3d further more, and here is my progress up to the current date, and work out the "sheep in wolves hide" wordplay.. dunno is there even a english phrase for the other way around? "Wolf in sheep hide/fur" or something like that? ^^
Amazing model progress and concepts. I really like the idea
And yeah, there is an english phrase for it, usually it's a "wolf in sheep's clothing" as odd as that is.
I absolutely love the tooth bridle, and the squirrel bag, a very nice touch indeed.
Joopson: its Bündel but i doubt you can have the Ü on your keyboard ^^
Speaking of umlauts and special characters, the "ø" in your "airbørn" thing confuses me every time I look in your signature since it then reads as airchildren in danish, except for the air bit obviously being english, but still :P
well now we get to the point of why it is not Airborne, it means born in the air, the danish version children is therefore a great addition to the wordplay, i love wordplays (sheep in wolfs clothing ) the propeller o or ø comes originally from beeing in Haderslev, drinking øl :P
so if you want to read the propeller o as an ø i don't mind it has the same meaning
ok very early testbake, definitely need to work on some things on the highpoly, just wanted to check how much detail i'll get into a 2kmap for the whole asset, also have some baking errors, will have to check if using a cage in xnormal will change that, never used xnormal for baking, but i wanted to start texturing with undirectional ao bakes and in max i only know how to create them with a skylight as i'm not that much into the whole MR thing ^^
ok very early testbake, definitely need to work on some things on the highpoly, just wanted to check how much detail i'll get into a 2kmap for the whole asset, also have some baking errors, will have to check if using a cage in xnormal will change that, never used xnormal for baking, but i wanted to start texturing with undirectional ao bakes and in max i only know how to create them with a skylight as i'm not that much into the whole MR thing ^^
render setup -> common -> assign renderer -> production -> mental ray
render to texture -> Add -> Ambient Occlusion(MR) -> samples 128, spread between 1 and 3
should be good to go. unless you meant that you dont like MR.
sweet stuff. but it's not like anyone expects anything less from you . bake turned out really nice.
i really like this. my only critique is the plaid texture seems too small relative to the other details. for a second i even thought the red lines were wires. looks great overall!
Looking ace man!!
I wonder how tricky it is to edit the skybox provided with Marmoset. I feel like this guy deserves a stronger lighting somehow. Or maybe that's just my eye being caught by the little lit spots in the shadow part that really shouldn't be lit at all (side view). There's something odd with that lighting, I dunno if you feel it too ?
Also regarding non-directional bakes : dont hesitate had overlay a 'tight AO' layer on top of your MentalRay one. You can get that by just dropping your normals in Crazybump and play with the sliders in the first tab (first slider to the left second slider to the right iirc).
You can also rebake the AO in Max using your lowpoly and the normalmap applied to it, without the need for a high. Can be very useful.
Oh btw now I am unsure. I know directional lighting can be baked that way but I have to double check for AO. Worth trying tho (Neox, hope it can help!!)
pior: thanks man, also for the tip, i just tested it but once i tun on the light tracer the normalmap dissapears from my shader o.o but it looks good without the lighttracer too, so maybe thats usable, will play around more
but yeah i could use that way to bake my good old standard overlay map in max ^^
here are the results, besides some really dark ao like in the eyesockets and softer feathering, its definitely usable i guess, a combination of both could do the job i suppose
@ultraperson: i doubt it and you know its not true
wizo: thank you
they are all sculpted one by one, i used some mirroring on the initial blockout to rough in the major shapes, turned it off for the mesh parts that are visible at once and then later i just worked over the rough shapes without any symmetry.
As for the overall symmetry, arms and legs will be symmetrical but with asymmetric details like bells and teeth decoration (like his bridle) to distract the eye from the symmetry
ok did the most awesome fun part today, retopo and unwrap, whoah what a pleasure... NOT
Replies
As always, fantastic work.. This blew my mind..
Can't wait to see this fully textured, lit and posed..
Great concepts too.
And yeah, there is an english phrase for it, usually it's a "wolf in sheep's clothing" as odd as that is.
I absolutely love the tooth bridle, and the squirrel bag, a very nice touch indeed.
I hope I spelled that right...
at any rate, I love the sculpted wool!
I looked at the other work on your site and you have some inspirational stuff there!
Keep it up man
aaad hiiim tooooo airboooorn.. weee neeee aaa island full of sheeeeps tooooo
*G*
well I am in ewe. (it had to be done)
by the way, i think there's a person inside your sheep model...don't look now, but he's standing on 2 feet
really cool concepts to work from and really cool sculptin so far... that mole concept looks badass too, any plans for a mole also? :P
thank you very much guys!
Joopson: its Bündel but i doubt you can have the Ü on your keyboard ^^
small update
Speaking of umlauts and special characters, the "ø" in your "airbørn" thing confuses me every time I look in your signature since it then reads as airchildren in danish, except for the air bit obviously being english, but still :P
so if you want to read the propeller o as an ø i don't mind it has the same meaning
sweet stuff as always
you need to change the name to "Awesome sheep that I made with the power of a Genie"
Can you drop me a link to your unreal/tf2 shader tutorial ? I tried to catch you on ICQ but no luck.
http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3
well its outdated, i'd do some stuff differently today but well its a start
ok update, more fellbommels, blocked out some things and detailled others
and some work on the hands/lower arms
Also not sure how i missed it before but that fox pouch thing is sick
render setup -> common -> assign renderer -> production -> mental ray
render to texture -> Add -> Ambient Occlusion(MR) -> samples 128, spread between 1 and 3
should be good to go. unless you meant that you dont like MR.
sweet stuff. but it's not like anyone expects anything less from you . bake turned out really nice.
ah now i got it, no textures on it, just polypaint, he will be textured from scratch
divi: thanks
I wonder how tricky it is to edit the skybox provided with Marmoset. I feel like this guy deserves a stronger lighting somehow. Or maybe that's just my eye being caught by the little lit spots in the shadow part that really shouldn't be lit at all (side view). There's something odd with that lighting, I dunno if you feel it too ?
Also regarding non-directional bakes : dont hesitate had overlay a 'tight AO' layer on top of your MentalRay one. You can get that by just dropping your normals in Crazybump and play with the sliders in the first tab (first slider to the left second slider to the right iirc).
You can also rebake the AO in Max using your lowpoly and the normalmap applied to it, without the need for a high. Can be very useful.
Can't wait to see more!
And I did not know that, that is going to be very helpful!
gallows: well what do you pay?
pior: thanks man, also for the tip, i just tested it but once i tun on the light tracer the normalmap dissapears from my shader o.o but it looks good without the lighttracer too, so maybe thats usable, will play around more
but yeah i could use that way to bake my good old standard overlay map in max ^^
here are the results, besides some really dark ao like in the eyesockets and softer feathering, its definitely usable i guess, a combination of both could do the job i suppose
@ultraperson: i doubt it and you know its not true
thanks for the inspiration
p.s. btw did u sculpt all the curly fur, one lock at a time or is there some kind of smart symmetry you used?
they are all sculpted one by one, i used some mirroring on the initial blockout to rough in the major shapes, turned it off for the mesh parts that are visible at once and then later i just worked over the rough shapes without any symmetry.
As for the overall symmetry, arms and legs will be symmetrical but with asymmetric details like bells and teeth decoration (like his bridle) to distract the eye from the symmetry
ok did the most awesome fun part today, retopo and unwrap, whoah what a pleasure... NOT
tomorrow... skull, dekoelements, bridle retopo and unwrap and than back to sculpting again, have to do the blowhorn and his bagpipes. also stephan designed some new elemtents that i'll add soon
www.polyphobia.de/nonpublic/jobs/2009/schaaaaf/schaaaaf_14_po.jpg
*sniff* you're speaking from very very deep in my heart
I'll keep watching
out of pure interest, do you also use the freeform tools to create the retopo?