Yeah I totally get what you mean! It's meant to be a robot that carries nuclear stuffs I think? The concept isn't mine its from Brink -
But yeah I shall have a play and change up the colour! Thanks a lot
Osman There was no cloud filter but I get what you are saying! Looking now it does look a bit much in places! Thanks for the crit I'll see what I can do about it!
daphz : that's an interesting combination,looking good though
Sayanora : awesome environment,i really like the atmosphere you made,looking forward for more updates. Lonewolf : wow that's insane amount of details,great job man!
I did one more texture set for my Paladin character,he's some kind of Vampire Knight now haha
G2000- awesome!- I think you could push the color pallette a bit further though- drop a hue saturation adjustment on your presentation shot and pull the hue slider to +95 you'll see what Im talking about
I think you could get some more color variation in there for sure. Try setting up a few gradient ramp layers masked to your different materials to get some base variation, then hand work in a little hue shifts here and there.
I'm currently work on a realtime perpixel painting solution for Normal map/Displacements/Diffuse/Spec in UDK.
The shader basically allows you to paint all the goodness on any model that has UVs in realtime and in the game engine.
It pretty much helps you save a tremendous amount of time.
The big plus about this workflow is that you can paint mask textures while painting your normals and displacement maps. I'm planning to add radial symmetry and tiled painting very soon.
Testing on a flat plane : what you see here is a simple 8bit gray scale texture (made in UDK) which is used to generate a normal map and displacement map.
Really cool character, I dig all the crazy accessories. I feel she could use a lil somethin' on her lower half to balance things out - a belt buckle and/or somethin' on the ankle... Awesomeness so far.
just built my first CAT rig using SlipgateCentral's Fatass Ninja SDK.
here's my first attempt animating with CAT. critiques desired.
[vv]35712096[/vv]
her right thigh is being a diva, and not in a sexy ninja way. Also after watching the renders, I definitely will be revisiting the weighting on her clavicles/shoulders
also i jsut realized that I forgot to remove the repeating frame in the 3/4's angle, so there is a slight hiccup. fixing this now but will be a few minutes before i can update vimeo.
She looks rather awkward from the front, kinda like she shat herself. I'd recommend bringing the foot she's stepping with to the center, and then lowering her arms.
just built my first CAT rig using SlipgateCentral's Fatass Ninja SDK.
here's my first attempt animating with CAT. critiques desired.
BCos: Marshal Banana brings up a good point that her feet seem to be out in front of her too much, which gives her a funny seat in her walk. If you bring her feet under her more it'll add more confidence to the stride, and allow you to exaggerate the weight shifting at the hips.
Rig seems to be working well enough so far. The secondary motion on the hair and hip-daggers is nice.
I'm forcing myself to concept the environment out before I start actually modelling anything. Hopefully it feels Wonderland-y. Still a WIP, I haven't done much about the castle.
teaandcigarettes: amazing texture! I guess it's just me, but every wall of this kind i've seen in the real world has this cement matter between rocks a little lighter grey-ish tint that makes rocks pop up a lil more.
First attempt (i think) at a real gun. I'm gonna try to be as accurate as possible with it, but still remembering it is just for a game model so i wont go as far as modeling springs and internal mechanisms. Baby steps.
sexy stuff Ferg/Daphz
Tee and Cigs keep staring at that wall. super good work man!
quick study of a face... dunno if I'll work on it any further, but I do need practice with hair.
Working on some tilling textures for my new project.
:thumbup: Looks amazing bro! How'd you get the cement/mortar to kinda form around the rocks? Mortar is just a separate subtool to push around once all the rock subtools are in place I'm guessing
Dan! , ScoobyDoofus : Thanks guys i'll sure give it a try to get some more color variation on those black surfaces Ferg : haha really cool,his ear deserves a bit of attention though. dang87 : good start on that character,i'll be checking you thread for progress.
just built my first CAT rig using SlipgateCentral's Fatass Ninja SDK.
here's my first attempt animating with CAT. critiques desired.
Here's two things that I always found helpful when animating.
1 - The animation isn't just movement. It's intention and emotion on the part of the character even when it's a walk cycle. A generous chunk of time, when animating, can be spent on your feet, out of your chair. Become your character, think like she does, and physically do her motion until you have it memorized with your body. Then sit back down and try to hold the feeling of what your body was doing in your mind while you translate that motion to your character.
Hi! This is a modular building for a scene I am working on. The next step is to get it inside UDK and then take it form there, tweaking materials and so on.
Choco that video is so cool, thanks for sharing! what kind of res is the resulting texture?
Thanks, I'm using a 2048x2048 grayscale texture (8bit) which can be stored in RGB channel to save texture memory + a tiled 1024x1024.
- The 2048x2048 grayscale texture is used for normal mapping, displacement mapping and masking.
- The 1024x1024 texture is tiled 2 times and then overlayed with the grayscale texture to add fine detail.
With a traditional approach, you would need a 2048x2048 diffuse, 1024x1024 emissive texture, 2048x2048 normal map, 2048x2048 displacement map.
The new workflow I'm working on should be a huge time saver and much more optimized regarding texture memory usage at the cost of some extra shader instructions. Other then the fact that you get a lot of control in the engine regarding your textures, it all comes down to Shader complexity VS texture memory.
@Sukotto,
Even if it takes a few more tris i'd try to match up the edges of faces on the suspenders exactly with his body. Looks weird from the side view, also going to make deformation during anims harder, probably end up with clipping.
First attempt (i think) at a real gun. I'm gonna try to be as accurate as possible with it, but still remembering it is just for a game model so i wont go as far as modeling springs and internal mechanisms. Baby steps.
Replies
But yeah I shall have a play and change up the colour! Thanks a lot
Osman There was no cloud filter but I get what you are saying! Looking now it does look a bit much in places! Thanks for the crit I'll see what I can do about it!
Sayanora : awesome environment,i really like the atmosphere you made,looking forward for more updates.
Lonewolf : wow that's insane amount of details,great job man!
I did one more texture set for my Paladin character,he's some kind of Vampire Knight now haha
and some wire shots,which i forgot last time :
I think you could get some more color variation in there for sure. Try setting up a few gradient ramp layers masked to your different materials to get some base variation, then hand work in a little hue shifts here and there.
I'm currently work on a realtime perpixel painting solution for Normal map/Displacements/Diffuse/Spec in UDK.
The shader basically allows you to paint all the goodness on any model that has UVs in realtime and in the game engine.
It pretty much helps you save a tremendous amount of time.
The big plus about this workflow is that you can paint mask textures while painting your normals and displacement maps. I'm planning to add radial symmetry and tiled painting very soon.
Testing on a flat plane : what you see here is a simple 8bit gray scale texture (made in UDK) which is used to generate a normal map and displacement map.
I'll post a video of its usage a bit later
suburbum - really solid item, the colors and shapes are really appealing
daphz - nice noodlin dude, the collar bones bother me a little though... and why she no have belt buckle?!
just some derpy generihead practice...
Really cool character, I dig all the crazy accessories. I feel she could use a lil somethin' on her lower half to balance things out - a belt buckle and/or somethin' on the ankle... Awesomeness so far.
[ame="http://www.youtube.com/watch?v=oeKkPOmU91w"][/ame][ame="http://www.youtube.com/watch?v=R1B3VCMhE4I"]UDK per pixel painting test 2 - YouTube[/ame]
here's my first attempt animating with CAT. critiques desired.
[vv]35712096[/vv]
her right thigh is being a diva, and not in a sexy ninja way. Also after watching the renders, I definitely will be revisiting the weighting on her clavicles/shoulders
also i jsut realized that I forgot to remove the repeating frame in the 3/4's angle, so there is a slight hiccup. fixing this now but will be a few minutes before i can update vimeo.
She looks rather awkward from the front, kinda like she shat herself. I'd recommend bringing the foot she's stepping with to the center, and then lowering her arms.
BCos: Marshal Banana brings up a good point that her feet seem to be out in front of her too much, which gives her a funny seat in her walk. If you bring her feet under her more it'll add more confidence to the stride, and allow you to exaggerate the weight shifting at the hips.
Rig seems to be working well enough so far. The secondary motion on the hair and hip-daggers is nice.
teaandcigarettes: amazing texture! I guess it's just me, but every wall of this kind i've seen in the real world has this cement matter between rocks a little lighter grey-ish tint that makes rocks pop up a lil more.
Plyrs : choco : Sayonara : Awesome.
Tee and Cigs keep staring at that wall. super good work man!
quick study of a face... dunno if I'll work on it any further, but I do need practice with hair.
:thumbup: Looks amazing bro! How'd you get the cement/mortar to kinda form around the rocks? Mortar is just a separate subtool to push around once all the rock subtools are in place I'm guessing
Ferg : haha really cool,his ear deserves a bit of attention though.
dang87 : good start on that character,i'll be checking you thread for progress.
Here's two things that I always found helpful when animating.
1 - The animation isn't just movement. It's intention and emotion on the part of the character even when it's a walk cycle. A generous chunk of time, when animating, can be spent on your feet, out of your chair. Become your character, think like she does, and physically do her motion until you have it memorized with your body. Then sit back down and try to hold the feeling of what your body was doing in your mind while you translate that motion to your character.
2 - Start at the pelvis. Work out from there.
Thanks, I'm using a 2048x2048 grayscale texture (8bit) which can be stored in RGB channel to save texture memory + a tiled 1024x1024.
- The 2048x2048 grayscale texture is used for normal mapping, displacement mapping and masking.
- The 1024x1024 texture is tiled 2 times and then overlayed with the grayscale texture to add fine detail.
With a traditional approach, you would need a 2048x2048 diffuse, 1024x1024 emissive texture, 2048x2048 normal map, 2048x2048 displacement map.
The new workflow I'm working on should be a huge time saver and much more optimized regarding texture memory usage at the cost of some extra shader instructions. Other then the fact that you get a lot of control in the engine regarding your textures, it all comes down to Shader complexity VS texture memory.
Even if it takes a few more tris i'd try to match up the edges of faces on the suspenders exactly with his body. Looks weird from the side view, also going to make deformation during anims harder, probably end up with clipping.
edit: Darbeenbo, I think I'll do that, makes a bit more sense.
Personally, I would just paint the suspenders right on the model of the dude to save some tris and some time weighting.
Im gonna add a belt and some type of bull skull as a helmet then do a new one.
Walther p38. looks like a nice start. good luck.
Darksiders II speedy tonight for a Fb competition from me:
I'm likin the the sculpt, but the 3 finger thing is really wierding me out. Perhaps if they were a little thicker?
A quick little test. Made the texture first, then made the model based off the texture:
here is a quick test for FiberMesh in Zbrush4R2b with my monkey, which I did while ago. actually I have kept it untill I learn Hair&Fur in 3D Max
FiberMesh is quick and easy,, but still need to adjust to controlling
The style reminds me so much of Mathorne's Backwater Gospel video:
http://vimeo.com/17914974
This couldn't possibly be a bad thing.