Looking cool so far.
Just a few simple suggestions, but you might be already aware of these.
The seaming of the tiling is kind of bothering me on the left side. The scene is small enough you probably could even get away with some unique textures for off colored tiles and such, or you could try some vertex painting options. Also the issue with the drain with the tile normals running through it.
You could make some individual bricks and pop them into the corners of the wall to break that straight hard line.
Keep it going!
If it were my scene I might go for something like this. But its all preference. (total garbage paintover, i didn't really do much of anything.)
Is it a temporary lowpoly? I guess you've used the base mesh and cleaned it up? It's a lot of edges not doing any good atm. I think you could take it down to like 7-6k and not loose any details at all..
Is it a temporary lowpoly? I guess you've used the base mesh and cleaned it up? It's a lot of edges not doing any good atm. I think you could take it down to like 7-6k and not loose any details at all..
Yeah, I haven't really started optimizing it yet. Is there anywhere in specific I need to work on? I know the big slab of carapace on the head needs a bit of work, but I'm afraid to lower other bits, as I'm worried they won't deform as well with less geometry. (first real rigging/animation project)
I think you should do the lowpoly from the ground. It' much easier to get a even and optimized mesh.
Try to keep the topology as even as possible and all the quads as evenly big as possible. Ofc, you can't have the exact same size on all of them, but you get my point.
Look at the horn for example. You got a lot of edges running on a surface that's almost flat and then "pinching" together into very small quads.
hehe tnx, i'm not very used to doing environment props so thats one of the reasons for practicing
small update without the glowing poop and a bit less saturation in the rusty parts
Youre still doing the bottle, right? Really awesome work!
At the moment...the bottle is a no-go. It wasn't fitting what I wanted to do, and editing the octopus itself requires a whole lot more work. That's me being a baddie and drawing out the whole octopus in detail without having a clear idea and laying down the composition of my image -.-
played around with lighting and material stuff yesterday, mostly just midres meshes or basemeshes from zbrush, besides the polypaint on her face no textures going on, just some quickly applied procedurals
as i changed some of the proportions there is still stuff to clean up, the body intersects with the jacket and hoody here and there, didn't touch the length of her arms, as there are too many subtools involved, will do that after baking
Pretty much made my mind up on doing this as a poster sized print. The bubbles I'm not 100% crazy about as far as placement, but I kinda like how they came out. Might need to fiddle with them more still.
quick tech question, how do I do the displacement map / matcap baking described in this video http://www.3dm3.com/tutorials/zbrush/baking/ in zb3 r3, I was following the tutorial but zb wasnt doing the same things for as it was the tutorial maker because of the different versions, was the workflow for doing this reduced in zb3 r3?
hehe tnx, i'm not very used to doing environment props so thats one of the reasons for practicing
small update without the glowing poop and a bit less saturation in the rusty parts
played around with lighting and material stuff yesterday, mostly just midres meshes or basemeshes from zbrush, besides the polypaint on her face no textures going on, just some quickly applied procedurals
as i changed some of the proportions there is still stuff to clean up, the body intersects with the jacket and hoody here and there, didn't touch the length of her arms, as there are too many subtools involved, will do that after baking
you also removed one of her shirts...you dirty dog:poly142:
I actually figured they were arm warmers or something
Medestruit, I'm diggin the octopus man. I don't like the light bags under the eyes though, they read strange to me as I'd sorta expect them to be darker. I can tell by that look in its eye that it's ready to have its way with an unsuspecting asian chick though.
I actually figured they were arm warmers or something
Medestruit, I'm diggin the octopus man. I don't like the light bags under the eyes though, they read strange to me as I'd sorta expect them to be darker. I can tell by that look in its eye that it's ready to have its way with an unsuspecting asian chick though.
unrelatedly, I found him!
There isn't a big enough awesomeface.jpg on the interwebs to match the level of awesome this is. So this will do.
Playing with some WIP textures and Xoliul's shader. I've never used it before, so I'm quickly learning why it's so popular.
I need to find a better solution for the hair, because it's becoming obvious that alpha planes aren't going to cut the mustard. I guess something with more style is in order.
And a general question to all: I've seen a lot of people use thick polystrips/elongated boxes for their hair. Can anyone tell me how that works? As in - how do you make the strips/boxes, how do you generally sculpt them, and how do you bake?
Links to relevant sites/tutorials would be nice too.
Replies
fatty head, was originally gonna be doc ock for comicon but eh.
body shot:
http://www.mladenjovicic.com/fattybodeh.jpg
Looking cool so far.
Just a few simple suggestions, but you might be already aware of these.
The seaming of the tiling is kind of bothering me on the left side. The scene is small enough you probably could even get away with some unique textures for off colored tiles and such, or you could try some vertex painting options. Also the issue with the drain with the tile normals running through it.
You could make some individual bricks and pop them into the corners of the wall to break that straight hard line.
Keep it going!
If it were my scene I might go for something like this. But its all preference. (total garbage paintover, i didn't really do much of anything.)
http://img441.imageshack.us/img441/2592/bpntovr.jpg
Just Normals and AO for the moment
Is it a temporary lowpoly? I guess you've used the base mesh and cleaned it up? It's a lot of edges not doing any good atm. I think you could take it down to like 7-6k and not loose any details at all..
Yeah, I haven't really started optimizing it yet. Is there anywhere in specific I need to work on? I know the big slab of carapace on the head needs a bit of work, but I'm afraid to lower other bits, as I'm worried they won't deform as well with less geometry. (first real rigging/animation project)
Youre still doing the bottle, right? Really awesome work!
Try to keep the topology as even as possible and all the quads as evenly big as possible. Ofc, you can't have the exact same size on all of them, but you get my point.
Look at the horn for example. You got a lot of edges running on a surface that's almost flat and then "pinching" together into very small quads.
Stuff like that can be found all over.
Keep it up! (:
The tiles at the side don't match with the bottom, you should fix this,
looks a bit strange.
Bad advice - use triangles where needed to end edge loops and save tris.
Yeah, you'r right. With quad I meant face, for some reason.
still working on the diffuse als speedy specmap added for preview purposes
tnx for the comment
sort of reminds me of Starcraft's hydralisk
small update without the glowing poop and a bit less saturation in the rusty parts
At the moment...the bottle is a no-go. It wasn't fitting what I wanted to do, and editing the octopus itself requires a whole lot more work. That's me being a baddie and drawing out the whole octopus in detail without having a clear idea and laying down the composition of my image -.-
Making a little scene to pimp off some statues when I get them properly textured.
this is my scene in unreal editor
crits are welcome
as i changed some of the proportions there is still stuff to clean up, the body intersects with the jacket and hoody here and there, didn't touch the length of her arms, as there are too many subtools involved, will do that after baking
Here goes a chick I am working on for a sci fi concept. Just got the base body going on, I don't have to detail it too much because of the clothing:
Pretty much made my mind up on doing this as a poster sized print. The bubbles I'm not 100% crazy about as far as placement, but I kinda like how they came out. Might need to fiddle with them more still.
quick tech question, how do I do the displacement map / matcap baking described in this video http://www.3dm3.com/tutorials/zbrush/baking/ in zb3 r3, I was following the tutorial but zb wasnt doing the same things for as it was the tutorial maker because of the different versions, was the workflow for doing this reduced in zb3 r3?
Much better :thumbup:
- What? You was good?
- Doesn't matter, now I'll 'punish' you. Come over here!
"English...."
you also removed one of her shirts...you dirty dog:poly142:
rendered in toolbag:)
you can see at her hands that i didn't it's just hidden for now as i changed the proportions in that area
:P
breast implants?
Medestruit, I'm diggin the octopus man. I don't like the light bags under the eyes though, they read strange to me as I'd sorta expect them to be darker. I can tell by that look in its eye that it's ready to have its way with an unsuspecting asian chick though.
unrelatedly, I found him!
There isn't a big enough awesomeface.jpg on the interwebs to match the level of awesome this is. So this will do.
I need to find a better solution for the hair, because it's becoming obvious that alpha planes aren't going to cut the mustard. I guess something with more style is in order.
hahahahahaahaha!
And a general question to all: I've seen a lot of people use thick polystrips/elongated boxes for their hair. Can anyone tell me how that works? As in - how do you make the strips/boxes, how do you generally sculpt them, and how do you bake?
Links to relevant sites/tutorials would be nice too.