Hey, new to the forums and modeling, and didn't want to start a new thread for such a relatively small question. (The bigger questions will come later.)
This is the first time I've gone through the process of UV Mapping and generating normals and I've been encountering some issues with the normal that I can't seem to resolve. I generated the topology and maps in Topogun, UVs in 3DS Max.
I ended up with some wonky normals and I hope to diagnose the issue(s) in my process. I assume it's a combo of poor topology and how I cut up my UV?
Pointers/resources for pelt mapping a (relatively) seamless creature are also very much welcome.
(Yes, this is the ArenaNet art test creature, yes I missed the deadline magnificently.)
I'd say make a new thread for it pixelfable, otherwise this thread could get bogged down with replies to you instead of new art. Also, do a very quick search for normal mapping threads on here and you'll get all the resources you need and more.
It's hard to know 100% without seeing the source model too but looks like the normals are flipped so invert the green channel. The problems at the nose and the ears look like rays missing, maybe where your high poly punches through your cage. If that doesn't fix, post a new thread and post more images of your HP, your LP and your LP cage overlaying the HP.
Working on a mock-up for my new site layout. Taking some inspiration directly from Pior, my hero. Much more bold and in your face. Currently my site has pretty small thumbnails.
Now would be a good time for people to throw in their 2 cents, before we start breaking it down and coding it.
Awesome stuff, keep it up guys, your work is feeding my brain with inspiration
@Haiasi : Nice layout you got there, only thing I could mention in my opinion is the color you used for the background, maybe something a tad bit darker would look better maybe.
A level for a personal project that I'm working on (cryengine 3) :
I'll probably move on to modeling some ruins and some custom vegetation to add to the scene.
Outstanding landscape and atmosphere. But what is up with those floating rocks? The composition doesn't look right, and the depth and resolution look different from the rest of the scene.
i liked the troll on the right. i feel like your eye has no reason to go to the right side of the painting now - nothing leads you there. before you started on the left and followed the arc of the bridge over to the payoff of the troll.
Here's a pillar sculpt i did a couple weeks back.
Still trying to get my stone sculpts to read well, even though its rendered with a sort of clay shader.
and big thanks to my friend Frank Tzeng for rendering it for me!
Haiasi: very clean layout, and a great color choices. i have few things to nitpick, but you can take it or leave it..
i absolutely hate the impact font, you may want to look into another thick, blocky font instead (unless you love the font). the bebas font is much better imo, and gives you that same "bold" look
i would also move your email up to the top, or just remove it completely if your contact button does a similar function. it might also be good to have an actual email address instead of contact, but thats preference. id like to see maybe a "back to top" function at the bottom instead.
either way, its very clean, and it puts your work front and center. nice job :thumbup:
here is a little asset that i making for a "indie game".
The polypaint was made quickly!
Haiasi your last illustration is nice, beautiful colors and great composition.
Looks great man. I'm not sure if it's the lighting but some of the metal details seems lost in the textured version. I can't make out the keyhole much at all even though it is clearly sculpted on the high.
as always, it's so inspirational scrolling through these pages of epic win. here's a little piece of Mudbox doodling that i'm not too embarrassed to show.
and I also applied to the ArenaNet internship program, but as an Environment artist. Sad story, but I didn't hear about it until there a week before the deadline. I won't shame myself by posting my last minute attempt here, but if any of you are interested here's the link to my blog post about it. http://ezralau.blogspot.com/2011/09/my-internship-submission-is-in.html
oh, and I found myself lucky enough to click through to Makkon's awesome sketchbook thread. I'm pretty new here, so I'm still learning that Polycount is the home to some truly amazing artists!!
All depends on what the terrain was made for.
If you want to use it in Cryengine or UDK, at this point, you will already have all the needed assets which are : Heightmap, Color map, Normal map.
Quick test in UDK just for the heck of it (on their terrain system): (Color map was Overlayed on tiled texture maps (grass, stone, soil etc...) by using a custom material node that mimics the photoshop Overlay blending mode)
Snapshot of the material network in UDK :
On the other hand, if you want to use it as a model, just drop down a view subdivisions in mudbox and export the terrain at the wanted resolution.
The best would be to split it in multiple parts to optimize the whole thing if the mesh is too big.
Sorry for my bad english btw xD
As of August, UDK ships with a material function for overlay, no need to use a custom node. Custom nodes can lead to problems even if it may be cheaper in instruction count.
Hey, new to the forums and modeling, and didn't want to start a new thread for such a relatively small question. (The bigger questions will come later.)
This is the first time I've gone through the process of UV Mapping and generating normals and I've been encountering some issues with the normal that I can't seem to resolve. I generated the topology and maps in Topogun, UVs in 3DS Max.
I ended up with some wonky normals and I hope to diagnose the issue(s) in my process. I assume it's a combo of poor topology and how I cut up my UV?
Pointers/resources for pelt mapping a (relatively) seamless creature are also very much welcome.
(Yes, this is the ArenaNet art test creature, yes I missed the deadline magnificently.)
Haven't posted anything in awhile, just thought i'd toss this up.
Quick sculpt (more so messing around) with Orb's crack brush mixed with some Trim Dynamic, really been inspired by those artist's as of late (orb and faf).
I'll keep messing around with this just to see if I can get a workflow down, either way, I'd recommend everyone check out orb's brushes / tutorial.
Been working on a level for a couple of months in the little free time I get, im going to make a thread for it at some point soon, but im still just fleshing everything out. The level is set inside an aircraft carrier and will feature 3 or 4 main areas connected by corridors. These will include the ready room, the kitchens, the ordnance storage and the "ouija board".
Thanks Sectaurs and euclidius.
Yeah, Kingdom of Heaven is one of my favorite eyegasmic movies, it's sort of like Bladerunner of historical epics. Very smart as well. 3 hours of pure fascination.
TLDR; One of the best movies ever.:)
Replies
This is the first time I've gone through the process of UV Mapping and generating normals and I've been encountering some issues with the normal that I can't seem to resolve. I generated the topology and maps in Topogun, UVs in 3DS Max.
I ended up with some wonky normals and I hope to diagnose the issue(s) in my process. I assume it's a combo of poor topology and how I cut up my UV?
Pointers/resources for pelt mapping a (relatively) seamless creature are also very much welcome.
(Yes, this is the ArenaNet art test creature, yes I missed the deadline magnificently.)
Thanks!
It's hard to know 100% without seeing the source model too but looks like the normals are flipped so invert the green channel. The problems at the nose and the ears look like rays missing, maybe where your high poly punches through your cage. If that doesn't fix, post a new thread and post more images of your HP, your LP and your LP cage overlaying the HP.
Now would be a good time for people to throw in their 2 cents, before we start breaking it down and coding it.
@Haiasi : Nice layout you got there, only thing I could mention in my opinion is the color you used for the background, maybe something a tad bit darker would look better maybe.
A level for a personal project that I'm working on (cryengine 3) :
I'll probably move on to modeling some ruins and some custom vegetation to add to the scene.
Very nice.
Long time I didn't practice anatomy, so here's an anatomy study
looking good apart from that.
i liked the troll on the right. i feel like your eye has no reason to go to the right side of the painting now - nothing leads you there. before you started on the left and followed the arc of the bridge over to the payoff of the troll.
Still trying to get my stone sculpts to read well, even though its rendered with a sort of clay shader.
and big thanks to my friend Frank Tzeng for rendering it for me!
i absolutely hate the impact font, you may want to look into another thick, blocky font instead (unless you love the font). the bebas font is much better imo, and gives you that same "bold" look
http://www.dafont.com/bebas.font
i would also move your email up to the top, or just remove it completely if your contact button does a similar function. it might also be good to have an actual email address instead of contact, but thats preference. id like to see maybe a "back to top" function at the bottom instead.
either way, its very clean, and it puts your work front and center. nice job :thumbup:
Looks great man. I'm not sure if it's the lighting but some of the metal details seems lost in the textured version. I can't make out the keyhole much at all even though it is clearly sculpted on the high.
thank you for the highlighting. :thumbup:
as always, it's so inspirational scrolling through these pages of epic win. here's a little piece of Mudbox doodling that i'm not too embarrassed to show.
Here's a link to the 360 turnaround: http://vimeo.com/29465893
and I also applied to the ArenaNet internship program, but as an Environment artist. Sad story, but I didn't hear about it until there a week before the deadline. I won't shame myself by posting my last minute attempt here, but if any of you are interested here's the link to my blog post about it. http://ezralau.blogspot.com/2011/09/my-internship-submission-is-in.html
oh, and I found myself lucky enough to click through to Makkon's awesome sketchbook thread. I'm pretty new here, so I'm still learning that Polycount is the home to some truly amazing artists!!
Kriss Vector I've been working on, first time high poly modeling.
[ame="http://www.youtube.com/watch?v=RYsbQ18-2mM"]http://www.youtube.com/watch?v=RYsbQ18-2mM[/ame]
As of August, UDK ships with a material function for overlay, no need to use a custom node. Custom nodes can lead to problems even if it may be cheaper in instruction count.
no detail textures or lighting yet.
There are a lot of things I could have done better, but I'm fairly happy with it, I'm definitely open to criticisms and suggestions.
Has all the same mechanics as the original, the pistons n stuff, flight mode all that jazz ;D
Onto UV mapping! xD Ill probably resurrect my thread when its mapped.
~Rendered in marmoset screen-capped .gif converted it.
Xoliulshader 3ds Max...currently fighting with sandbox3
Invert your green channel
this is flippin dope
Holy shit. 42,000 triangles on a hard surface multi joint model, that is going to be the worlds biggest bitch to unwrap.
Texture!
Quick sculpt (more so messing around) with Orb's crack brush mixed with some Trim Dynamic, really been inspired by those artist's as of late (orb and faf).
I'll keep messing around with this just to see if I can get a workflow down, either way, I'd recommend everyone check out orb's brushes / tutorial.
This is nice- reminds me from a scene from The Kingdom of Heaven- a lot of nice cinematography shots in that movie.
the palette and blood effect is not final.
Just a little asset spec test for a game project. 642 tris, 128 texture, 3 hours.
Interesting style going on here, I'm not sure I've ever seen a pixel-art game with a low saturation or sepia toned style.
Yeah, Kingdom of Heaven is one of my favorite eyegasmic movies, it's sort of like Bladerunner of historical epics. Very smart as well. 3 hours of pure fascination.
TLDR; One of the best movies ever.:)
Would love some critique on this. In my WIP thread (link in my sig) I got some questions too, if anyone would like to take a look