Update, pretty much modeled the machine itself. I decided to do an original design but in the style of the stuff Zim has in his base. This was tough to keep under budget
Some concept changes and geometry changes later I've arrived here. Put him in a nice futuristic jumpsuit to make him look more like a time traveler. He's also getting a matching camera.
Here's the progress on the texture so far. I wanted to finish him tonight but it's getting mighty late. Guess I'll have to settle for tomorrow.
BetelGeist
I love the direction you took with the design. Good luck with the shoulder pad!
Millah
Now -that's- a time machine. Nice work!
Since you mentioned the bit about the inner ring around the wheels, I've played around with the idea a bit but I'm still not sure about it since the wheels may end up looking a bit more blocky/triangly. On the other hand, that's 40 extra tris to play with.
It won't mess up my UVs nor have I textured it yet so it's still up in the air.
Simmo
Very nice! You really got the art style down pat. Lookin' forward to the textures.
Hawken- Thanks dude! I couldnt imagine the shape without it being "posed" in action. was much easier to model while imaging it flying through time and space. complete with WHOOOHHHH VROOUUUUUUUUU sounds effects...
BadGeometry- thank you very much! I like to be as funky as possible. i got the shoulder pad in. All i had to do was clean up a bit. still hit 2k exactly. Wish I could start unwrapping to texture but Ive been swamped with some level design work for this indie game. Ill post another wip after the 11th!
Nice map by the way! Im really glad you made him look so futuristic with it. I was concerned that he looked a bit too modern judging by your last post. You def made a great choice there. I hope to see the scooter go the same route.
Hooray, I can finally post pictures! Here's my dude.
I sort of envision him as a middle class Italian tinker, circa 1900. As such, the ONLY fitting time machine would be one of those ridiculous disproportionate bicycles from the time period.
I used a total of 1976 tris, but I'm thinking about re-purposing some of of it (the toolbox to his right, and maybe the pouch to his left) to make the time machine cooler. I'm not sure it looks timey wimey enough right now.
BadGeometry- I'm really liking how your guy is turning out. Are you still doing the pet-thing?
BetelGeist - I love that ship, man. How big is it gonna be, proportionate to the alien? I think it'd be pretty cool if the sizes in the image you posted were the actual proportions.
ocarian - Loving that design so far! Can't wait to see him fully painted.
Flow - fantastic job coloring the time machine! I think your time-traveler still needs work, though. She (?) still looks kind of generic.
Dirigible- thanks =D those are in fact pretty close to the actual proportions. I was thinking about bowsers flying head ship in Super Mario and Mario Kart as well. He will have his knees up to his chest rather silly like. I like to put spooky characters in silly scenarios =D
I like where you are goin with this design. I do feel however that the helmet seems a bit akward. It really doesnt look like it would stay on his head if he moved.
I suggest experimenting with the idea that maybe he took if from a giant soldier and its too big for his head. This way it could still be comical, but funtional as well.
Also, perhaps think about adding the tool box to the scooter. like on a carrier. That way He could collect tools from the past and still be able to ride his bike.
Hmm, the more I look at it the more I like it. The problem is that he's got a lock of hair that sticks up and out in front and it's conflicting with the helmet. Also I found out just how cartoonish his head is when I had to try to conform a realistic helmet to it.
As for the toolbox, that's how I had it originally. I think it'd probably be best if I went back to it. Too many separate pieces floating around isn't good.
looks much better so far.. make sure his face is still visible though.. maybe just his mustache. although he is wearing a warrior helmet you must still push the comedy. he has a funny face =D
I've pretty much finalized the geometry, especially since I UV'd everything.
BetelGeist, I took pretty much all of your suggestions (can't say no to good advice!), and I also redesigned the bike to make it more...appealing?
I'm now at exactly 2000 tris, woohoo.
Now comes the hard part....texturing....
*ADDENDUM: I'm new to polycount, so sorry if this is obvious, but...why is it that when everyone else posts an image it appears directly in the thread, but when I do it they appear as thumbnails that I have to open?
everyone is hosting their image, then posting them using image code. A good place to do this is www.tinypic.com it'll give you the code you need to post on forums.
Making progress with the texturing. His eyes actually made him look so adorable that I had to shrink the irises. ocarian, that looks fantastic! flow, I like the energy bubble. I'd been considering making one of those for my time machine, but I'm out of polygons
Keep up the good work everyone! Lots of nice updates this weekend from people. Here's my little update. Got the guy first pass uv'ed and an early texture going for fatty. Def. have more work to do. Not sure if I'll keep the face or not, his expression looks kinda dumb at the moment but that might be funny? meh. Was going for an overbite for sure. I'm all ears for any crits.
Modeling is almost finished, so far I have managed to get exactly 1000 tris for the character and 1000 tris for the machine!
I might optimize the machine a bit more, thinking of getting 8 tris from the legs, 4 from the dash and 8 more from the antenna for a total of 20 extra triangles. I think I will use them for a holographic interface
Progressing with my texture.
GreasyMnky, it looks like you have some unused tris lurking around the top of your character's breasts. You probably don't need two edgeloops circling her neck, either. The dashboard and antenna you already know about...I think you could also probably collapse some of the quads on the rear-view mirror into tris without losing any silhouette, same for the head-lights. You could probably make the bug-legs into triangular prisms instead of rectangular prisms, without losing any noticible detail. All told that's like...100 extra tris.
Zwebbie, too bad you're dropping out, man. Your mausoleum looks awesome.
Millah, I would definitely change the face. It looks pretty out of place, especially the skin tone. Most people get more 'ruddy' around the face, but this guy's skin gets yellower.
His hairy chest and stomach are grossing me out, man!
He's about 90% done. Gotta do some seem fixin' and finishing touches, but he's almost there. Tomorrow, scooter time.
Flow
Good work so far. I think you could push the smoke a bit more.
ocarian
Nice job! I love his face. The eyebrows look a little too far up when his goggles are raised up. The alpha hair looks really nice.
Millah
Dear lord, that massive flab! That forest of body hair! Good job. His facial skin tone doesn't seem to match his body's tone though.
Zwebbie
I'm sorry to see you drop out man. You really had an interesting idea going with the ruins motif. I hope you'll consider finishing it sometime soon.
GreasyMnky
The time machine has a really neat silhouette! Looking forward to textures.
dirigible
I love the detail you've put on his vest and pants. It looks awesome so far. Keep it up man!
@dirigible thank you for the critics, it allowed me to scavenge around a 100 tris wich I used for the holograms above the vehicule and for the belt of the character. I tried to remove one loop of the neck, but it broke the feminine silhouette. I also kept the legs 4 sided, I want them to be solid beams of metal.
At first, I tried to put the bags on the back of the vehicule, but I think they look better on the character. The models are still at 2000 triangles.
(top character go with top vehicle)
@BadGeometry thx for the comment, I hope I will be able to compete with your texture skills. Can't wait to see what you will do for the scooter textures.
I also began to unwrap (btw the TexTool script with RoadKill totally rocks!)
This is what I have so far:
Man some really great progress in this thread, I'm really looking forward to seeing all of the finished time machines
GreasyMnky: I love the design and silhouette, really nice modeling. Also I agree, textools is great, such a time saver!
amsmntparks: Looking good, great idea. I think with some shading it'll look great, if you're going for the toony look. Your texturing style makes me rethink mine:
I've never really done this kind of texturing before (not that I'm that experienced in texturing at all!) I'm thinking of scrapping it, and re-doing it in a more cel-shaded way, more like the show.. I don't know at this point. It's obviously nowhere near done as it is. Nevertheless, any feedback at this stage would be greatly appreciated!
Keep up the awesome work everyone, this is lots of fun
This challenge looked rather interesting, so I decided to join in myself. I chose to do Robot Ness and his time machine from Earthbound. These were my references:
And here's what I've produced so far:
Ness is 434 triangles, and the "phase distorter" so far is 628, so I'm well under budget. I'm not too sure about the texture for Ness. I may redo it.
As for my progress I still have some optimisation to do on the UV space, and I might have to sraighten some of the shells borders to avoid getting jagged seams...
Heres a screenshot (square = 4x4 pixels)
I'm open to suggestions on how to optimize the space or to redo the unwrapping (I'm still new at this)
Looking forward to see the outcomes of this challenge
As for my progress I still have some optimisation to do on the UV space, and I might have to sraighten some of the shells borders to avoid getting jagged seams...
Heres a screenshot (square = 4x4 pixels)
I'm open to suggestions on how to optimize the space or to redo the unwrapping (I'm still new at this)
Looking forward to see the outcomes of this challenge
lookin really cool dude. awesome design so far.
doesnt folding the geometry like that (left onto right on the body) create an artifact or slight seam running down the front of the model?
I'm open to suggestions on how to optimize the space or to redo the unwrapping (I'm still new at this)
If I were you, I'd straighten some of the edges on your UV map to make them easier to paint. The middle seam of the torso will look better if it's straight, and the arms and the robot's legs ought to be much easier to work on if you change them.
BetelGeist
No, mirroring UVs does not automatically cause artifacts. In fact, it can even help you get rid of seams! Pic related, there are 4 mirror seams in this picture. Can you spot them all?
GreasyMnky
I've tried something new on this project, which is making my UV edges nearly square. This allows me to draw lines that run perfectly horizontally and vertically. This is the only reason I am able to get such crispy lines on the pants (above picture) - they are just 1 pixel wide lines that run vertically up the texture. The technique causes some stretching, but that's not necessarily a bad thing. Pants do usually stretch and deform, etc etc.
This is my first low poly character to date. Still in the middle of tweaking some of the verts but I think I'm pretty close to getting the wires finished.
I'm sort of cheating here by my choice... but I couldn't help but pick one of my favorite time travelers, Cable.
Any critique or help with the model would be much appreciated. I'd like to clean up my wires further and even get a little more organic with what I have.
The back needs still needs plenty of work but so far I'm really pleased with how it's coming along. With any luck, I'll have this bad boy finished tonight and ready for rigging. After which I'll have to a short hiatus for Siggraph. But I should be back in time to submit the final entry.
amsmntparks
I think one thing you might wanna do if you decide to add some AO would be to up the contrast on your AO after you bake it so you get some sharper shadow edges.
Simmo
Your texture is looking great! If you still want to do it over, I'd still hold on to this one. If you throw on toon shader on that guy it'll be a spitting image of the show I think.
Coolbot4k
If Ness is barealy scratching 500, I think you can afford to add a few bevels to him and make him look a bit nicer. The phase distorter is spot on. I might shorten the nose just a tad, but other than that, it looks good.
GreasyMnky
Thanks for the compliment, man.
dirigible
Loving that layout, man. You gotta tell me how you got rid of the seams on the top of his head where the scalp meets the rest of the head. With hair it's not exactly an easy thing to do.
BlazeF
He looks pretty good, though he also looks to be a little high on the tricount. He also needs an edge ring or two along his waist.
@BadGeo - That model is looking pretty sick Could you share the wires on all of that?
Currently on my model it's at about 1900 tri right now. So I'm just under the limit. Might add to a few areas to really push that silhouette. I also agree that his waist could use another loop to define that form a bit.
All the major parts are done for the most part. Would love some crits and suggestions since I still think it's missing something. I'm gonna add a dust/dirt layer once everything else is done.
BlazeF
1900 tris eh? Nice job! Looks more high poly than he actually is.
I'm glad you like it! You can see my wires on page 4 of this thread, though I've made some changes to the Time Traveler since. Mostly joints loops and stuff. Nothing too major. I'll be posting updated wires probably when I finish up.
GreasyMnky
Thanks man!
Your UV layout looks much better than before. You're really cramming in detail in there.
BadGeometry
Actually the problem wasn't filling the seam between hair and scalp. I laid out my UVs such that the face, scalp, and beginning of the hair were all on the same island. The hard part was bridging the gap between the start of the hair, and the main body of the hair.
To do this I exported my model as a .obj and imported it into Photoshop's 3D paint tools. This allowed me to paint directly on my model using all the familiar tools of photoshop, so that I could directly paint out the seams. Mudbox and Zbrush can do this as well, but my computer's hardware isn't good enough to run either of those
Nice texturing, man! I love the colors you have going. I'm worried that the time traveler will be overpowered by the scooter, though. The traveler himself is just black, white and faded orange, but the scooter is VIVID BURNING RED-ORANGE.
Dirigible
Ah, of course. I always forget that Photoshop can do some 3D action. I really need to learn how to do that. That stuff's been out for a while and I still haven't figured out how to do it.
You raise a good point. I might try and make his vest a little more vibrant and up the contrast on his suit. I might try using some different colors for the hot spots on the skin and suit as well. That might make him stand out some more.
Coolbot4k- thanks for that blast from the past.. loved that game! looks just like it.
Dirigible- Thanks for the tip. I think the reason i asked was because I ran into some issues with that overlap while rendering in Maya. It was low poly stuff and I wanted higher res clean images. So i went through hell trying to hide what looked like a seam running down where i folded the uvs perfectly ontop of each other.
You textures are looking wonderful..
BadGeometry- Very cool scooter brah. I want one o those. Hope Siggraph worked out for ya.... you guys need to try some Modo 3D painting.
This was Painted in Modo
Still need some tweaks... but Im going to move on top the ship and try folding the uvs over to save some space.
It's good, but will look much better once you turn off the blending. LPC challenges prohibit the use of texture blending (filtering) and antialiasing. Check out the LPC style guide thread here: http://www.polycount.com/forum/showthread.php?t=51622
you should be going for something "crispy" like this:
Arrgh, I've been working with bilinear texture filtering this entire time! Well here's my traveler's pretty much finished texture, with no filtering or aliasing.
It's been suggested that his iris and pupil should just be solid blue and solid black...thoughts?
@Dirigible: That guy is lookin pretty damn sweet man! Loving the textures on scarf and jacket!
@Badgeo: haha my bad, didn't see them there even though I swear I looked for them O_o Anyway super clean work I don't think I'm going to post the updated wires... just because there's no real use... heh
Though textures should be started on pretty soon... been busy... with my new tv this weekend...................... /hugs tv
@Dirigible: I think you should try to make the skin tones more lively. They're pretty monochrome at the moment. I made a quick paintover:
What it mostly came down to was adding saturated red in the darker areas (and I went ahead and kept it for the hair and clothing as well). The ears, cheeks, nose and the tips of the fingers got an extra layer of red as well. I also think you ought to define the nose better, since it tends to fall away when you squint; The paintover has a bit of specularity and a shadow under the nose and moustache.
Thanks, Zwebbie! I think you're right about livening up the skin tones. I consciously decided not to paint the shadows in redder tones, but I don't think that I managed to accomplish what I was going for. I'll go in and red things up.
My limitation is that he is entirely self-lit, and the mustache will be moving around so I can't paint a shadow under it.
Replies
I like how the boat is tilted forward, gives it a nice sense of dynamism
I JUST fit Gir's head in there hehe!
All up 1995 tris:
This contest´s got lots of fun entries.
Making progress on my design, guys. Gonna see if I can actually finish one of these things.
Would post progress shots, but still cannot (due to being a new member or something).
Got my geometry pretty much finalized. Used up all 2000 tris. Now I just have to UV and start texturing.
Here's the progress on the texture so far. I wanted to finish him tonight but it's getting mighty late. Guess I'll have to settle for tomorrow.
BetelGeist
I love the direction you took with the design. Good luck with the shoulder pad!
Millah
Now -that's- a time machine. Nice work!
Since you mentioned the bit about the inner ring around the wheels, I've played around with the idea a bit but I'm still not sure about it since the wheels may end up looking a bit more blocky/triangly. On the other hand, that's 40 extra tris to play with.
It won't mess up my UVs nor have I textured it yet so it's still up in the air.
Simmo
Very nice! You really got the art style down pat. Lookin' forward to the textures.
BadGeometry- thank you very much! I like to be as funky as possible. i got the shoulder pad in. All i had to do was clean up a bit. still hit 2k exactly. Wish I could start unwrapping to texture but Ive been swamped with some level design work for this indie game. Ill post another wip after the 11th!
Nice map by the way! Im really glad you made him look so futuristic with it. I was concerned that he looked a bit too modern judging by your last post. You def made a great choice there. I hope to see the scooter go the same route.
I sort of envision him as a middle class Italian tinker, circa 1900. As such, the ONLY fitting time machine would be one of those ridiculous disproportionate bicycles from the time period.
I used a total of 1976 tris, but I'm thinking about re-purposing some of of it (the toolbox to his right, and maybe the pouch to his left) to make the time machine cooler. I'm not sure it looks timey wimey enough right now.
BadGeometry- I'm really liking how your guy is turning out. Are you still doing the pet-thing?
BetelGeist - I love that ship, man. How big is it gonna be, proportionate to the alien? I think it'd be pretty cool if the sizes in the image you posted were the actual proportions.
ocarian - Loving that design so far! Can't wait to see him fully painted.
Flow - fantastic job coloring the time machine! I think your time-traveler still needs work, though. She (?) still looks kind of generic.
I like where you are goin with this design. I do feel however that the helmet seems a bit akward. It really doesnt look like it would stay on his head if he moved.
I suggest experimenting with the idea that maybe he took if from a giant soldier and its too big for his head. This way it could still be comical, but funtional as well.
Also, perhaps think about adding the tool box to the scooter. like on a carrier. That way He could collect tools from the past and still be able to ride his bike.
As for the toolbox, that's how I had it originally. I think it'd probably be best if I went back to it. Too many separate pieces floating around isn't good.
BetelGeist, I took pretty much all of your suggestions (can't say no to good advice!), and I also redesigned the bike to make it more...appealing?
I'm now at exactly 2000 tris, woohoo.
Now comes the hard part....texturing....
*ADDENDUM: I'm new to polycount, so sorry if this is obvious, but...why is it that when everyone else posts an image it appears directly in the thread, but when I do it they appear as thumbnails that I have to open?
1924 tris
Good job everyone !
Thanks for comment BetelGeist butt_sahib and dirigible
New Up
New Polycount 1078 Triangle for character (Last 1090 triangles)
Keep up
ocarian, that looks fantastic!
flow, I like the energy bubble. I'd been considering making one of those for my time machine, but I'm out of polygons
This is as far as I got:
Good luck to the rest of you!
I might optimize the machine a bit more, thinking of getting 8 tris from the legs, 4 from the dash and 8 more from the antenna for a total of 20 extra triangles. I think I will use them for a holographic interface
[ame]http://www.youtube.com/watch?v=T1xmwjXN670[/ame]
GreasyMnky: Nice vehicle dude! Makes me wish I had done an actual vehicle.
GreasyMnky, it looks like you have some unused tris lurking around the top of your character's breasts. You probably don't need two edgeloops circling her neck, either. The dashboard and antenna you already know about...I think you could also probably collapse some of the quads on the rear-view mirror into tris without losing any silhouette, same for the head-lights. You could probably make the bug-legs into triangular prisms instead of rectangular prisms, without losing any noticible detail. All told that's like...100 extra tris.
Zwebbie, too bad you're dropping out, man. Your mausoleum looks awesome.
Millah, I would definitely change the face. It looks pretty out of place, especially the skin tone. Most people get more 'ruddy' around the face, but this guy's skin gets yellower.
His hairy chest and stomach are grossing me out, man!
He's about 90% done. Gotta do some seem fixin' and finishing touches, but he's almost there. Tomorrow, scooter time.
Flow
Good work so far. I think you could push the smoke a bit more.
ocarian
Nice job! I love his face. The eyebrows look a little too far up when his goggles are raised up. The alpha hair looks really nice.
Millah
Dear lord, that massive flab! That forest of body hair! Good job. His facial skin tone doesn't seem to match his body's tone though.
Zwebbie
I'm sorry to see you drop out man. You really had an interesting idea going with the ruins motif. I hope you'll consider finishing it sometime soon.
GreasyMnky
The time machine has a really neat silhouette! Looking forward to textures.
dirigible
I love the detail you've put on his vest and pants. It looks awesome so far. Keep it up man!
very impressive guys
At first, I tried to put the bags on the back of the vehicule, but I think they look better on the character. The models are still at 2000 triangles.
(top character go with top vehicle)
@BadGeometry thx for the comment, I hope I will be able to compete with your texture skills. Can't wait to see what you will do for the scooter textures.
I also began to unwrap (btw the TexTool script with RoadKill totally rocks!)
This is what I have so far:
First pass on the textures. Still need to drop in shadows, highlights, and maybe a touch of AO. Thoughts?
GreasyMnky: I love the design and silhouette, really nice modeling. Also I agree, textools is great, such a time saver!
amsmntparks: Looking good, great idea. I think with some shading it'll look great, if you're going for the toony look. Your texturing style makes me rethink mine:
I've never really done this kind of texturing before (not that I'm that experienced in texturing at all!) I'm thinking of scrapping it, and re-doing it in a more cel-shaded way, more like the show.. I don't know at this point. It's obviously nowhere near done as it is. Nevertheless, any feedback at this stage would be greatly appreciated!
Keep up the awesome work everyone, this is lots of fun
This challenge looked rather interesting, so I decided to join in myself. I chose to do Robot Ness and his time machine from Earthbound. These were my references:
And here's what I've produced so far:
Ness is 434 triangles, and the "phase distorter" so far is 628, so I'm well under budget. I'm not too sure about the texture for Ness. I may redo it.
@amsmntparks great start on the textures!
As for my progress I still have some optimisation to do on the UV space, and I might have to sraighten some of the shells borders to avoid getting jagged seams...
Heres a screenshot (square = 4x4 pixels)
I'm open to suggestions on how to optimize the space or to redo the unwrapping (I'm still new at this)
Looking forward to see the outcomes of this challenge
lookin really cool dude. awesome design so far.
doesnt folding the geometry like that (left onto right on the body) create an artifact or slight seam running down the front of the model?
No, mirroring UVs does not automatically cause artifacts. In fact, it can even help you get rid of seams! Pic related, there are 4 mirror seams in this picture. Can you spot them all?
GreasyMnky
I've tried something new on this project, which is making my UV edges nearly square. This allows me to draw lines that run perfectly horizontally and vertically. This is the only reason I am able to get such crispy lines on the pants (above picture) - they are just 1 pixel wide lines that run vertically up the texture. The technique causes some stretching, but that's not necessarily a bad thing. Pants do usually stretch and deform, etc etc.
Here's how I UV'd my character:
CoolBot4K
Looks good so far, man!
This is my first low poly character to date. Still in the middle of tweaking some of the verts but I think I'm pretty close to getting the wires finished.
I'm sort of cheating here by my choice... but I couldn't help but pick one of my favorite time travelers, Cable.
Any critique or help with the model would be much appreciated. I'd like to clean up my wires further and even get a little more organic with what I have.
Thanks guys
The back needs still needs plenty of work but so far I'm really pleased with how it's coming along. With any luck, I'll have this bad boy finished tonight and ready for rigging. After which I'll have to a short hiatus for Siggraph. But I should be back in time to submit the final entry.
amsmntparks
I think one thing you might wanna do if you decide to add some AO would be to up the contrast on your AO after you bake it so you get some sharper shadow edges.
Simmo
Your texture is looking great! If you still want to do it over, I'd still hold on to this one. If you throw on toon shader on that guy it'll be a spitting image of the show I think.
Coolbot4k
If Ness is barealy scratching 500, I think you can afford to add a few bevels to him and make him look a bit nicer. The phase distorter is spot on. I might shorten the nose just a tad, but other than that, it looks good.
GreasyMnky
Thanks for the compliment, man.
dirigible
Loving that layout, man. You gotta tell me how you got rid of the seams on the top of his head where the scalp meets the rest of the head. With hair it's not exactly an easy thing to do.
BlazeF
He looks pretty good, though he also looks to be a little high on the tricount. He also needs an edge ring or two along his waist.
Currently on my model it's at about 1900 tri right now. So I'm just under the limit. Might add to a few areas to really push that silhouette. I also agree that his waist could use another loop to define that form a bit.
@ BadGeometry I really like glowing lines on the side of the scooter
@Betelgeist Thats what I was afraid but seems like Zwebbie and dirigible had a solution, now I hope I straightened everything allright
this is my new layout :
All the major parts are done for the most part. Would love some crits and suggestions since I still think it's missing something. I'm gonna add a dust/dirt layer once everything else is done.
BlazeF
1900 tris eh? Nice job! Looks more high poly than he actually is.
I'm glad you like it! You can see my wires on page 4 of this thread, though I've made some changes to the Time Traveler since. Mostly joints loops and stuff. Nothing too major. I'll be posting updated wires probably when I finish up.
GreasyMnky
Thanks man!
Your UV layout looks much better than before. You're really cramming in detail in there.
Ani: Don't you be teasing me, darlin'!
Getting back to this. First texture pass on the traveler.
Actually the problem wasn't filling the seam between hair and scalp. I laid out my UVs such that the face, scalp, and beginning of the hair were all on the same island. The hard part was bridging the gap between the start of the hair, and the main body of the hair.
To do this I exported my model as a .obj and imported it into Photoshop's 3D paint tools. This allowed me to paint directly on my model using all the familiar tools of photoshop, so that I could directly paint out the seams. Mudbox and Zbrush can do this as well, but my computer's hardware isn't good enough to run either of those
Nice texturing, man! I love the colors you have going. I'm worried that the time traveler will be overpowered by the scooter, though. The traveler himself is just black, white and faded orange, but the scooter is VIVID BURNING RED-ORANGE.
GreasyMnky - nice layout, man!
Ah, of course. I always forget that Photoshop can do some 3D action. I really need to learn how to do that. That stuff's been out for a while and I still haven't figured out how to do it.
You raise a good point. I might try and make his vest a little more vibrant and up the contrast on his suit. I might try using some different colors for the hot spots on the skin and suit as well. That might make him stand out some more.
Dirigible- Thanks for the tip. I think the reason i asked was because I ran into some issues with that overlap while rendering in Maya. It was low poly stuff and I wanted higher res clean images. So i went through hell trying to hide what looked like a seam running down where i folded the uvs perfectly ontop of each other.
You textures are looking wonderful..
BadGeometry- Very cool scooter brah. I want one o those. Hope Siggraph worked out for ya.... you guys need to try some Modo 3D painting.
This was Painted in Modo
Still need some tweaks... but Im going to move on top the ship and try folding the uvs over to save some space.
you should be going for something "crispy" like this:
It's been suggested that his iris and pupil should just be solid blue and solid black...thoughts?
Also, gloves: yes/no?
@Badgeo: haha my bad, didn't see them there even though I swear I looked for them O_o Anyway super clean work I don't think I'm going to post the updated wires... just because there's no real use... heh
Though textures should be started on pretty soon... been busy... with my new tv this weekend...................... /hugs tv
Cool texture Work BetelGeist and Dirigible
New Up on Machine's Texture
That all for this week end more soon
Keep on the good work all
What it mostly came down to was adding saturated red in the darker areas (and I went ahead and kept it for the hair and clothing as well). The ears, cheeks, nose and the tips of the fingers got an extra layer of red as well. I also think you ought to define the nose better, since it tends to fall away when you squint; The paintover has a bit of specularity and a shadow under the nose and moustache.
My limitation is that he is entirely self-lit, and the mustache will be moving around so I can't paint a shadow under it.
Great advice, I'll post an updated version soon.