LoTekk... I literally exploded with glee from learning that. Thank you so much!
Update on the WIP-state for the sake of keeping it colourful... but sigh! Nice work people.
Nnn, here's a full 2:1 take. bunker_mop_uv21.obj face still a bit more detailed, but not as much. Probably useless though. Empty space at the top bugs me. it brings a horrible and violent death. or you could just give him a knife/dong/etc
Okay, I added a little knife. Totally breaks its being a quake character, unless you merge it with the legs or something. But that empty space was making angels cry...
@ japhir-- you might be able to correct that problem simply by clearing the texture from the diffuse material slot, then simply reapply.. sometimes I get those problems if I add a material to the opacity slot.. I just clear them all, and then reapply.
edit: sometimes Max is picky if you have a PSD in one slot and a TGA (or w/e) in another.. generally I try to stick to 1 file format..
This'll be pretty fun, I can tell already It's been a while since I textured a low rez character like this.
Here's what I started during my lunch break
Damn. Turns out that in the few weeks I've been doing non-3d (pax, photos, music, ffxi) Win7 updated itself properly so that Max8 no longer functions. FAIL!
Now I've got to spend a MINUTE to reboot into XP and texture this badboy.
Anyone have the original bunker pack for Q3? Wanted to compare my new one with the old one to see how much I haven't improved. -,-
Very weird Muzz, I successfully imported into Maya and Max at home without any issues. Looks like you're using Max, is that with the Guruware OBJ importer, or the default one... and what version of Max?
(apologies for lack of texture pictures in my posts so far, i started one last night but didn't get it far enough to be worth showing. will put something out tonight!)
same here, using the importer that comes with 3dsmax clean, so i'd say that's the guruware one.
but I just imported it as a single mesh and then it worked fine as said above.
The one on the left, the right one has a too high saturation and too much contrast. The one on the left seems a bit like it's made up of all separate pieces, eye/nose/mouth all seem floating islands of detail somehow, if that makes any sense.
Can't you people hold off on the fun actifities until I can get a computer that can run Maya, damnit.
Gaganjain, I'd suggest you start by smoothing some edges so his face is a little less angular. From there, you'll need to post your texture to get any really crits.
thanks guys!
cheers shotgun, I'm using polypaint in zbrush then taking projections through to photoshop for polish, working at 2048, not hardcore enough for 1:1 :E
Replies
Haha, qoute of the year. Ima try my hand at this soonzzz.
About 20mins of doodling.
Mini timelapse
Update on the WIP-state for the sake of keeping it colourful... but sigh! Nice work people.
shotgun is right about the texel density, though.
I'm skinning my guy at 128x256 for the head, and 512x512 for the body. The texel density is about the same.
I might do a quick re-layout of the head sheet tonight onto a 256x128 to make it more consistent.
Muzz, that's a lovely take so far.
Emil, looking good, but you lost a lot of the volume in the detailing phase. You probably already know this, though.
itsa me, MarioStark!
Okay, I added a little knife. Totally breaks its being a quake character, unless you merge it with the legs or something. But that empty space was making angels cry...
but somehow max's view port isn't automatically updating the image! I have to go into the material editor and hit reload on the diffuse material...
any idea how to set it back to automatically updating? i'm running 3ds max 2009 x64.
so no wip's until i have some substantial stuff done.
@ japhir-- you might be able to correct that problem simply by clearing the texture from the diffuse material slot, then simply reapply.. sometimes I get those problems if I add a material to the opacity slot.. I just clear them all, and then reapply.
edit: sometimes Max is picky if you have a PSD in one slot and a TGA (or w/e) in another.. generally I try to stick to 1 file format..
Here's what I started during my lunch break
I think it's the weekend just hours away that's making me not concentrate.
Bunker Re-UV 2
Now I've got to spend a MINUTE to reboot into XP and texture this badboy.
Anyone have the original bunker pack for Q3? Wanted to compare my new one with the old one to see how much I haven't improved. -,-
H'mm strange it loads in fine if you load it in as a single mesh
(apologies for lack of texture pictures in my posts so far, i started one last night but didn't get it far enough to be worth showing. will put something out tonight!)
but I just imported it as a single mesh and then it worked fine as said above.
old:
http://i42.photobucket.com/albums/e305/muzzoid/goodpractice2.jpg
My home monitors are out of whack, which looks better?
Still noodling around with shapes for his armour. It might all change!
It does.
Need feedback/critique on it..
Superb work by everyone...
what software are you using?
nice start mop !
Gaganjain, I'd suggest you start by smoothing some edges so his face is a little less angular. From there, you'll need to post your texture to get any really crits.
if anyone has any crits now is the time to give em.
Tempted...
I think I just found my face reference. Thanks. You all can continue painting Captain Angryface.
What 3D paint app u using, kite?
cheers shotgun, I'm using polypaint in zbrush then taking projections through to photoshop for polish, working at 2048, not hardcore enough for 1:1 :E
Mine isn't angry :poly117:
My head attempt, didn't know what to make out of the helmet.