This is my second attempt at baking a bump map from a high poly mesh. I think it turned out pretty alright, although I'm going to redo the bump map of the metal slide at some point. Inspired by me finding my Tandy 1000 the other day.
ORGASM
now do the 5.25" versions, the disk jackets (the SIERRA/Dynamix/GameARTS variations), the feelies, the piles of InterAction and make a hardcore Sierra gamer environment with a MT32 module as well :P
Here's a work in progress update for my Comicon entry.
I also created a mini workflow breakdown for the cape after I had a few questions about it from some ppl and after seeing the non-contributing members thread in GD I thought I'd post this here as well. Hope someone finds it helpful
very nice work although the face still doesnt really click with me. I think you can go 2 ways with the face either soften up all the features and make babyface which most people always dig but this doesnt seem what you are after. 2nd one is to pronounce and define some features even a bit more.. define the jawline and the cheekbones some more. Especially pronounced cheek bones are usually considered sexy.
Also the face seems a bit wide for me.
Front but of the MP412 is done so did a test bake, since the barrel didn't need a lot of poly's at all, I though I'd add a few to the cilinder for some extra detail Hope I didn't over do it..
Here's a work in progress update for my Comicon entry.
I also created a mini workflow breakdown for the cape after I had a few questions about it from some ppl and after seeing the non-contributing members thread in GD I thought I'd post this here as well. Hope someone finds it helpful
overall, OF COURSE the manly clothing adds to the "issue" which i really don't think is one, but female clothing from that time would most likely be dresses and thats not what we are after. we tried to support the female shape with a few cut and contrast tricks like the waistconformed belly armor, adn widened her hips with the hipplates maybe i should emphasize this more. But still i don't want the armor to go into every bodyshape to support the female shape more than it could, its still lying on top of several layers of cloth, and the cloth will not be skintight.
Yes she has shoulder panels and she will even get armorplates on he upper arms, which will definitely change the proportions even more into a manly direction. Our starting point for this project was to create a cool, yet believable female medieval northern character, maybe a fictional fantasy game which doesn't run with all the cliches our industry is using to death, beeing almost nude, using chainmailslips and metalbras and other (in my oppinion, it doesn't have to be yours ) crappy 80ies symbolics, having huge boobs and superlong legs, a tiny waist and no shoulders.
as much as i agree with you, I think stereotypes are there because they help us perceive ideas quicker. I still think the shoulders stand out too much though, which is the breaking point in the sillouette for me. and the hair appeared to be pretty big, but that's preference and hairstyle i suppose.
Neox: Good work man! Generally, I like the face and the character as a whole. Anatomy is good, period. Although I find the slant on her eyes maybe a bit too much; and the hair's gonna need some more work to really sell it imho.
I do like e-freak's suggestion on the shoulders. But I would use the feather cape to your advantage with that. Have a couple of feathers stick out from the sides to break it all up a bit.
Positively gorgeous none the less!
{scumworks}: Cool! Altough that thing that holds the straps on his back looks like it needs some more work, but I guess you're getting at that.
Justin_Meisse: Cool looking axe, really great work on the wood texture. The blade obviously needs some more work, but I'm guessing it's on your todo.
BrianP: Sweet! Great job on the texture, but did you test this in-engine yet? The long thing triangles near the handle could give you some lighting issues.
afisher: nice cloth work! Although I find the folds themselves looking a bit blobby if you know what I mean. You ought to soften it up a bit. Also, if you're looking for some good cloth brushes, check out Selwy's cloth brushes. Really good stuff! http://www.selwy.com/2009/zbrush-clothes-tutorial/
I have to say, i pretty much disagree
besides the hair, which is already on my list for beeing waaay to bulky right now.
i totally disagree on the nose changes and also on the shoulders, when i'm done they will be even bulkier as there will be a lot of lose feathers on top.
i definitely agree on the face beeing a bit wide, i'll have to play around more, i also agree on pronouncing the hips more by widening them and narrowing the waist a bit, i'll definitely have to use different colours when i'm going to texture to pronounce the waist shaped armor more to give it the right female touch. i'll also move the belts of her front pocket more upwards and make them darker to losen the focus on them a bit, right now it feels like the legs are pretty short and i think its basicly because of the low sitting pocket part thats fighting for attention.
here is pretty much the stuff i'm going to tackle next:
@afisher: way to awesome clothwork, really love the wrinkles, the mask isn't my taste but thats just me, the cape is really impressive i always am to lazy to go that much into detail, so i assume he is going to stand and no other poses are doable, with the cape on the ground? it looks really cool but feels somewhat rigid, but nevermind go on, i wanna see him finished!
@dan: really nice shapes on your beast, fits right into a fighting game, really like the flow, though i think the outwards going bump on the lower frontal part of his pants breaks the flow a bit
Hey guys, here's an environment I'm working on right now, it's taken me about two weeks to get to this point. I plan on doing the brickwalls, the building facades and start on a larger park square the next couple of days. Screenshot taken straight from the UDK
Does anyone have any good tips for setting up some looping leaf/grass movement in what I figured should be the WorldPositionOffset channel of the material editor ?
Right now I'm basing my leaves on a shader from the FoliageDemo by Epic
Arkadius: Lovin' the style of that guy
Neox: That's a very cool character, you're definitely taking her in the right direction as far as awesome goes !
SaferDan, thanks for that dude, I'll make sure to sort it out.
I just checked out your thread over on eat3D, really nice high poly there. are you going to finish it?
Also, great control box. Some of the divisions between segments look too dark, is that an AO bake? perhaps adjust the apparent depth of those cracks a little.
lxenonl: Thanks mate Maph: Yea I know what you mean. I'm hoping to clean it up in the next few days. Yea I've used Selwy's cloth brushes, they're great. Neox: Great paintover. I like the layering of the costume. Thanks, yea I wouldn't usually sculpt a cape into such as fixed position, but yea that's a similar pose I'm planning to use for the presentation shots.
@Hawken: the sexy angel babe could have her wings down in a more dragging fashion and there's a slight knee pop you might need to see over. But other than that I really like how far you've pushed the hips and all... Great job all in all.
It looks pretty decent but there a few points that need to be adressed.
It's better to straighten these uv strips for your next model. You get cleaner bakes/edge transitions and it's easier to texture.
Another thing if the windows are supposed to be transparent it's better to use a separate texture. It's cheaper to render because you'll have only two polies with an alpha value assigned instead of over 1500.
Also it's quite noticable that your window glass and the stones don't really belong to each other since the framing doesn't follow the shape of the stones.
Thanks for the feedback. I was wondering how much detail I should go into with the glass-work, but it looks like I need to clear up that area.
For baking normals what tools do you prefer? I tried both xnormal and 3dsmax for this model. I had issues with both.
Also, about the alpha areas of the model. I am using a separate material for these polys in UDK. One material with alpha turn on and one material with alpha turned off. They just happen to share the same texture space. Not sure it that takes care of that problem or not.
timspanjer, most church windows that have clear glass like that were the victims of bombing and shelling during WWI and WWII. The original stained glass was destroyed and clear glass was put in its place. In almost every church, at least in Europe, the windows would be stained glass with images of bible scenes and saints unless the original stained glass was destroyed. Images dedicated to patrons of the specific church would also be present, such as images representing the stone masons' guild that helped cut the stones that the church was made of.
Depending upon the effect you're trying to achieve, it might be worth your while to research some stained glass windows from medieval and Gothic churches. Gothic especially, since that's the style of window you have.
swizzle:
thanks for the stained glass info. I've got two or thee large windows left to create and I'll keep that in mind moving forward.
Here is the church that i have been using as reference, mainly for layout and structure so far. I am trying to keep the stonework and overall look more stylized. I'll post some images of the UDK scene at some point.
thanks again
Mainly just problems in the tight corners like where the rings meet the outer frame. I ended up breaking those areas off to do separate renders. Not sure if this is the best approach but it worked for this model.
I see because they are actualy connected in the low poly. If you make this stuff seperate elements you can explode the mesh properly before baking and it should give you less trouble.
Benji - No worries, do you have a spec on that yet? Yeah that model is finished I just can't render it out because my comp cant handle it mesh smooth previewed! I plan to low poly it though!
Hey guys, here's an environment I'm working on right now, it's taken me about two weeks to get to this point. I plan on doing the brickwalls, the building facades and start on a larger park square the next couple of days. Screenshot taken straight from the UDK
Does anyone have any good tips for setting up some looping leaf/grass movement in what I figured should be the WorldPositionOffset channel of the material editor ?
Right now I'm basing my leaves on a shader from the FoliageDemo by Epic
Arkadius: Lovin' the style of that guy
Neox: That's a very cool character, you're definitely taking her in the right direction as far as awesome goes !
AFisher - That is awesome man.! I love it, cant wait to see more
Finished this scene in UDK quite a while ago, but thinking of getting back to it soon, so just thought I would share with you guys. See what you think
Looks pretty nice man, I would bring up the levels in the image though, the highlights zone is almost completley flat. also adding some dust particles in there could really help sell it. I would add some blue to the ambient shadows to get the sky bouncing in them, maybe something like this:
Agreed 100%. Definitely bring up the value of that sky too. It looks almost like an ND filter is on a lens. It looks under exposed. Brighten it up! Otherwise, looks super awesome. Makes me wanna play Red Dead.
Looks pretty nice man, I would bring up the levels in the image though, the highlights zone is almost completley flat. also adding some dust particles in there could really help sell it. I would add some blue to the ambient shadows to get the sky bouncing in them, maybe something like this:
Replies
ORGASM
now do the 5.25" versions, the disk jackets (the SIERRA/Dynamix/GameARTS variations), the feelies, the piles of InterAction and make a hardcore Sierra gamer environment with a MT32 module as well :P
some color test for my comicon piece-ropes and alpha are painted over
Looking good Dan.
Here's a work in progress update for my Comicon entry.
I also created a mini workflow breakdown for the cape after I had a few questions about it from some ppl and after seeing the non-contributing members thread in GD I thought I'd post this here as well. Hope someone finds it helpful
Working on this again.
very nice work although the face still doesnt really click with me. I think you can go 2 ways with the face either soften up all the features and make babyface which most people always dig but this doesnt seem what you are after. 2nd one is to pronounce and define some features even a bit more.. define the jawline and the cheekbones some more. Especially pronounced cheek bones are usually considered sexy.
Also the face seems a bit wide for me.
http://0.tqn.com/d/hairremoval/1/5/c/-/-/-/eyebrow-round.jpg
http://www.zbrushcentral.com/attachment.php?attachmentid=247582
Don't worry Chris, it looks snazzy
(polygons are cheap anyways)
This looks great. Thanks for the breakdown.
as much as i agree with you, I think stereotypes are there because they help us perceive ideas quicker. I still think the shoulders stand out too much though, which is the breaking point in the sillouette for me. and the hair appeared to be pretty big, but that's preference and hairstyle i suppose.
I do like e-freak's suggestion on the shoulders. But I would use the feather cape to your advantage with that. Have a couple of feathers stick out from the sides to break it all up a bit.
Positively gorgeous none the less!
{scumworks}: Cool! Altough that thing that holds the straps on his back looks like it needs some more work, but I guess you're getting at that.
Justin_Meisse: Cool looking axe, really great work on the wood texture. The blade obviously needs some more work, but I'm guessing it's on your todo.
BrianP: Sweet! Great job on the texture, but did you test this in-engine yet? The long thing triangles near the handle could give you some lighting issues.
afisher: nice cloth work! Although I find the folds themselves looking a bit blobby if you know what I mean. You ought to soften it up a bit. Also, if you're looking for some good cloth brushes, check out Selwy's cloth brushes. Really good stuff!
http://www.selwy.com/2009/zbrush-clothes-tutorial/
besides the hair, which is already on my list for beeing waaay to bulky right now.
i totally disagree on the nose changes and also on the shoulders, when i'm done they will be even bulkier as there will be a lot of lose feathers on top.
i definitely agree on the face beeing a bit wide, i'll have to play around more, i also agree on pronouncing the hips more by widening them and narrowing the waist a bit, i'll definitely have to use different colours when i'm going to texture to pronounce the waist shaped armor more to give it the right female touch. i'll also move the belts of her front pocket more upwards and make them darker to losen the focus on them a bit, right now it feels like the legs are pretty short and i think its basicly because of the low sitting pocket part thats fighting for attention.
here is pretty much the stuff i'm going to tackle next:
@afisher: way to awesome clothwork, really love the wrinkles, the mask isn't my taste but thats just me, the cape is really impressive i always am to lazy to go that much into detail, so i assume he is going to stand and no other poses are doable, with the cape on the ground? it looks really cool but feels somewhat rigid, but nevermind go on, i wanna see him finished!
@dan: really nice shapes on your beast, fits right into a fighting game, really like the flow, though i think the outwards going bump on the lower frontal part of his pants breaks the flow a bit
Hey guys, here's an environment I'm working on right now, it's taken me about two weeks to get to this point. I plan on doing the brickwalls, the building facades and start on a larger park square the next couple of days. Screenshot taken straight from the UDK
Does anyone have any good tips for setting up some looping leaf/grass movement in what I figured should be the WorldPositionOffset channel of the material editor ?
Right now I'm basing my leaves on a shader from the FoliageDemo by Epic
Arkadius: Lovin' the style of that guy
Neox: That's a very cool character, you're definitely taking her in the right direction as far as awesome goes !
I just checked out your thread over on eat3D, really nice high poly there. are you going to finish it?
Also, great control box. Some of the divisions between segments look too dark, is that an AO bake? perhaps adjust the apparent depth of those cracks a little.
Maph: Yea I know what you mean. I'm hoping to clean it up in the next few days. Yea I've used Selwy's cloth brushes, they're great.
Neox: Great paintover. I like the layering of the costume. Thanks, yea I wouldn't usually sculpt a cape into such as fixed position, but yea that's a similar pose I'm planning to use for the presentation shots.
I prefer the ones on the right, she looked classy with that lean back pose.
gotta love this btw, nice work on the ass and waist movement:
You also have a double frame in there. (start and finish)
Update on my DareDevil. High poly finished, on to the low poly.
Just a few more tweaks and I should be done with the cage..
Viewport grab speedy
timspanjer: Love the high-poly, the bake turned out really well
It looks pretty decent but there a few points that need to be adressed.
It's better to straighten these uv strips for your next model. You get cleaner bakes/edge transitions and it's easier to texture.
Another thing if the windows are supposed to be transparent it's better to use a separate texture. It's cheaper to render because you'll have only two polies with an alpha value assigned instead of over 1500.
Also it's quite noticable that your window glass and the stones don't really belong to each other since the framing doesn't follow the shape of the stones.
Thanks for the feedback. I was wondering how much detail I should go into with the glass-work, but it looks like I need to clear up that area.
For baking normals what tools do you prefer? I tried both xnormal and 3dsmax for this model. I had issues with both.
Also, about the alpha areas of the model. I am using a separate material for these polys in UDK. One material with alpha turn on and one material with alpha turned off. They just happen to share the same texture space. Not sure it that takes care of that problem or not.
Depending upon the effect you're trying to achieve, it might be worth your while to research some stained glass windows from medieval and Gothic churches. Gothic especially, since that's the style of window you have.
Finished this scene in UDK quite a while ago, but thinking of getting back to it soon, so just thought I would share with you guys. See what you think
thanks for the stained glass info. I've got two or thee large windows left to create and I'll keep that in mind moving forward.
Here is the church that i have been using as reference, mainly for layout and structure so far. I am trying to keep the stonework and overall look more stylized. I'll post some images of the UDK scene at some point.
thanks again
edit: to answer your question. i use xnormal personly. what problems did you have?
I decided to push this dude a bit further:
I love this man! A glimpse into your texturing workflow would be awesome!
Timspanjer - That is an awesome window!The colours are really nice! Do you have a wip hread for the catherdral?
Sephez - that ligghting is gorgeous! Do you mind sharing your set up? I really need to work on my lighting!
i love the colors and light!
i fiddled with this axe - just a small exercise
It could use some tweaking and some more work, but I have to finish it soon and move on.
(Scaled up for the sake of pictures btw!)
Looks pretty nice man, I would bring up the levels in the image though, the highlights zone is almost completley flat. also adding some dust particles in there could really help sell it. I would add some blue to the ambient shadows to get the sky bouncing in them, maybe something like this:
Lol "so i figured i would give the CE3 a shot"
i get it
I'm glad someone noticed, haha!