Hi everyone, this is my first post on Polycount, aswell as my first challange.
I wasn't really sure about attempting to do this, as I don't know much about Tron or even character modeling.
After taking few hours to gather reference from Tron.. I began to really want to learn more about creating a character from Tron.
I spent a good day trying to create Legs that looked like drum sticks and chests that looked like light bulbs... After some tutorials and staring at 3D models forever. I spent my next day trying to create a decent sillouette of the female figure.
So heres what Iv'e done so far.
Replies
I am having troubles getting down to that 1024 poly's
1022 it is!
1) Model isn't completely symmetrical, as I deleted some center edges to make the poly budget.... So I cleaned that up.
2) Pony tail is pre-bent and not yet UV'd.... I remodeled it straight and will bend with rig, and UV'd it in the straight position
3) After adding edges to the center I busted the poly limit and reduced some poly's from the pony tail and hit 1024 on the button!
I'm currently having alot of troubles trying to Rigg this.... Any Suggestions or tutorial links?
I was hoping ot learn how to make some sort of IK handle for the Ponytail too... So I can like grab the tip and have the entire base / joints follow it... IS that posssible?
This rigging part seems impossible.... Yarg!
Bah! I am kinda at a road block (face palm)... I want to beable to pose her
The reason why I always unwrap first is because rigging usually takes more time for me to tweak it right or I feel like I need to tweak it every now and then later. If I rig and then unwrap but then again want to tweak the rigging it might cause a mess in max or maya.
Its all about having a streamlined workflow to avoid irritations, issues and complications.
So, tackling the UV's should I delete half my body UV, then mirror?
\That seems like the best way to go about this. Right?
Should I triangulate this model? If yes, whens the best time to do that? before UV's? before Rigging?
how about you just start unwrapping and then post a screen of your UV here, me and others can then give you points on what you could do or how to get the best out of it. Don't worry to much yet about the symmetry just unwrap unique first - post and then get into the tricky parts
triangulation:
if you work with polygons instead of just triangles deep down maya or max divides your models already automatically to triangles. That saves a lot of work as you don't have to build your model triangle by triangle.
Now the reason why some people triangulate certain parts of their models is to control the triangle distribution for some parts that otherwise are taken care of automatically.
Esspecially with low poly sometimes some triangles can cause a hard edge in the wrong direction which is when you sometimes have to spin the edge or just cut manually in the model to force a triangle there.
But it wont change your triangle count for the model anyway, so its something you can do afterwards, like after the unwrapping if you feel like it.
I guesse my real question would be, does the challange require the mesh to be completely triangulated?
In 3dsmax for example you can force to show all the triangles of a mesh or editable poly, by removing the tick in the object properties from "Edges Only", this is what it does in 3dsMax:
it dashes all other edges and displays all the real triangles. This means that for example even in maya if you export your model to certain file formats it gets triangulated anyway (not all formats, but back in the days yes).
I'm actually considering re-arranging this now with the qaurter peice in. I wasn't actaully expecting you to say my UV space was efficient yet.
I was thinking there was alot of areas that could be filled if I cut some of the UV's up more. For the most part though, I wanted to try and keep everything up right / straight, so it doesn't boggle my brain when I try and Texture it.
Maybe paste some photos in the texture first (like the face) to see how much texels (pixels on the 3d face in the 3d view) you really have to play with. With that you should get a feeling of what you can archive with the texture size for this model.
The blue lines are my UV edges as they are now. The red are how I think they should be...
I was thinking of lowering the shoes / legs edge. Chopping the half circle into a quarter.
And bring out the arms a bit more, as they jutt in like a sharp knife right now.
What do you think? Will this make it easier to texture?
I have 1 more thing to show you, and maybe you will agree that these changes should be made first?
Anyways heres what I got
So I was thinking of doing a planar UV from the back and moving my seem to the side of the body rather than right down the center... As this space around the Tron cricle on the back is pretty important. As I will be coloring a second ring around the cylinder. If it's all stretchy it may give me issues right?
So I could move the seem where the red line indicates, or follow it right down the butt like the orange line... But im not 100% sure, I could use your opinion before moving forward..
Im sure all these adjustments will help my UV efficiency too..
I just need to Re-scale 0 - 1 now.
http://www.fullhalloween.com/blog/wp-content/uploads/2010/09/tron-legacy-2010-photo.jpg
and sliced some textures with TexRipper:
maybe its useful to you
I found the new finished Siren model a bit plain and boring to be honest. Shes all white with white lights. I was aiming for more black / grey and adding in some colors like pink or blue.
I've been having troubles with texturing the armor, and I have also been sick for a few days. So I will post my results soon and show you what I am aiming for.
I could also add little lines, divits, and tron patterns as seen on some of the other player models. Should I add extra glowing areas, keep it simple, or go heavier with my glow flow...?
Alot of things are going through my head here, not really sure how to tackle this efficiently in a nice orderly check list.
The reason I didn't think of doing a spec map, the specs states the following....
USER / PROGRAM - (player model) - 1024 TRIANGLES, 1 512 x 512 (diffuse, spec, trans, env map, fullbright layer).
Isn't my plain flat texture considered a diffuse map? adding in a spec would be a 2nd 512 map wouldn't it not?
And Matt is right, 512² of each texture. the 512 limit means you can't use separate sheets as in: 512 for the head, 512 for the legs, 512s for the body etc. (splitting up in 256²s would be allowed - but not really efficient in this case)
Preference though and im sure you can make it work.
Here's my final submission if anyone wants to comment or talk about it.
So I will redo this video in higher qaulity at a later date. I really just wanted it to show how nice the lighting rolls off the spec... With the qaulity like this it kind of defeats the purpose....
Anyways, may aswell put it in here...
http://www.youtube.com/v/ZZFlQf7vJcQ?fs=1&hl=en_US