I have never done this before and i'm confused to as how you make a high detailed object and still being able to unwrap it for texturing. As wouldn't you use sub'd modelling?
Yeah I got the error also, but if you copy and paste the link into the browser seemed to work just fine. Interesting the amount of detail... figured it might be a bit more smooth but Ive never really looked into cg modeling and texturing. Cool Example by the way GCMP
Yeh, your right I just cleared my cache and it's access denied. Go to google images and search "Dr. Manhatten Wireframe" it's the first image and you CAN view it.
for my major, I was the lead character artist. Basically what I did when modeling the characters, was keep it as low as possible, but put enough edge loops and detail into the model so that when a smooth is applied to it it looks great.
From this point, you unwrap the low poly version, and when the smooth is applied to the mesh, the UV's basically "absorb" the high poly density into it. This may not be the "professional industry" way to do it, as I'm still a student, but it worked great for me and the characters look amazing if I do say so myself
Ah it works now, needs "http://" at the start. Thanks Do you know of any examples of hard surface objects, such as machinery with metal panels on, as I can't figure out how to do it
Ah it works now, needs "http://" at the start. Thanks Do you know of any examples of hard surface objects, such as machinery with metal panels on, as I can't figure out how to do it
Your probably not going to find that kind of stuff as characters or super complex stuff usually gets the spotlight. Although, you may be able to find some sci-fi vehicles on google images.
Either that or go to Autodesk Area website http://area.autodesk.com/inhouse/custstories they have all sorts of stories, some from the film industry and most include some tech shots of some kind.
Oh, by the way if you can get your hands on Transformers Special Edition, disc 2 has wireframes of the robots and some good info, well worth the buy imo.
I'm also a student, and I'm working on a CGI film in my uni at the moment - (www.stinaandthewolf.com if anyone's interested to check it out)
The unwrapping method I've been using so far is what Three9 mentioned - to unwrap the low poly mesh before applying subdiv - but I am convinced there must be a more effective way of doing it, as this method introduces some bad stretching occasionally.
the two different smoothing types that Maya has gets different results, one always better than the other, but both usually end up with some stretching around the seams. I didn't really notice this on the characters for the film, probably because they were stylized, but on the tree house i made for the film, and other characters ive created for personal use, whenever i texture them in mudbox i encounter this annoyance
only thing i can suggest to fix this issue is adjusting the UV's while smooth preview or a smooth is on and taking it back down. Idk about you though, but I don't want to adjust tons of seams like that
Maya supports Catmull-Clark Subdivision Surfaces, commonly called Pixar Sub-D's or PSubs. They use a different sub-d algorithm and have greatly reduced UV distortions when you apply the smoothing algorithm to your low-poly mesh. Additionally, you can use edge creasing instead of adding geometry with edge loops.
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Check out Dr. Manhatten http://www.fxguide.com/wp-content/uploads/2010/10/09Mar/watchmen/wireframe_hd_vd8-1138.jpg
It's basically a really smooth game model with mostly unique textures at high resolution.
You have no access to the requested URL
here is the full url "www.fxguide.com/wp-content/uploads/2010/10/09Mar/watchmen/wireframe_hd_vd8-1138.jpg"
Bradley hehe yes Watchmen is an awesome film
From this point, you unwrap the low poly version, and when the smooth is applied to the mesh, the UV's basically "absorb" the high poly density into it. This may not be the "professional industry" way to do it, as I'm still a student, but it worked great for me and the characters look amazing if I do say so myself
Your probably not going to find that kind of stuff as characters or super complex stuff usually gets the spotlight. Although, you may be able to find some sci-fi vehicles on google images.
Either that or go to Autodesk Area website http://area.autodesk.com/inhouse/custstories they have all sorts of stories, some from the film industry and most include some tech shots of some kind.
Oh, by the way if you can get your hands on Transformers Special Edition, disc 2 has wireframes of the robots and some good info, well worth the buy imo.
I'm also a student, and I'm working on a CGI film in my uni at the moment - (www.stinaandthewolf.com if anyone's interested to check it out)
The unwrapping method I've been using so far is what Three9 mentioned - to unwrap the low poly mesh before applying subdiv - but I am convinced there must be a more effective way of doing it, as this method introduces some bad stretching occasionally.
Any further info would be great!
the two different smoothing types that Maya has gets different results, one always better than the other, but both usually end up with some stretching around the seams. I didn't really notice this on the characters for the film, probably because they were stylized, but on the tree house i made for the film, and other characters ive created for personal use, whenever i texture them in mudbox i encounter this annoyance
only thing i can suggest to fix this issue is adjusting the UV's while smooth preview or a smooth is on and taking it back down. Idk about you though, but I don't want to adjust tons of seams like that
Marla Singer (Helena Bonham Carter) in Fight Club
I would model
From there on its a matter of shaders to make your model look realistic.
With the displacement map you have to be very careful that any undercuts in your high-res geometry are also present in your low-res second SD.