This is awesome! If Bioware were to make a Final Fantasy Tactics styled game set in the Mass Effect universe for PSN, XBLA, PSP, or DS... They would definitely have to hire you and use your art assets!! Great Job!!!
Thanks again to everyone for the kind words and advice~
You dont know what to say?
Say thank you.. then give us the models to play with in game engines, to learn from and to make pepakura files out of!!!
But seriously, those are the cutest models around!! :thumbup:
Brilliantly imagined and perfectly executed. Can you see the mob outside your window demanding a tactics style game? How can you sit there and work with all that chanting going on?
Thanks again to all those who commented. Yeah I've heard a lot of people mention 3D printed figures, a tactics/turn based RPG game, and a LOT of requests for papercraft stuff. I'm still kinda debating whether I should just give out the models. People might see all my ugly little mistakes, lol! And I might just be worrying a little too much about what else anyone might do with them. Any thoughts?
I am in love with these! The textures are beautiful, I totally understand your not wanting to downres. Although tbh they still look excellent at 128.
Could you tell us a little bit about your texturing process? I'm sure others would also love to know a little more about how these were accomplished.
Excellent job!! Thanks for the inspiration
Thanks and no problem. : D
Well, there's not too much to say tbh. I guess the most important thing to mention would be that the textures were painted on the model in 3D, for which I used Blender's texture paint mode, but any other 3D painting mode in any other program will do, I think.
Other than that... I like to start with the major color areas (using polygon masking to quickly fill them in), then outline all the important details, and then just keep plugging away at shading and polishing.
Idunno too much about other programs' implementations, but I like how Blender has a bunch of different options for the brush behavior, such as whether or not it should ignore culled backfaces or hidden faces when painting, or whether or not it should perspective-correct the brush. Sometimes, letting the brush paint on culled and hidden faces can be handy to quickly, say, paint a gradient color on a whole limb or a whole character, or a wristband or something, without having to go around and paint the other side as well.
Just be careful not to leave that option on when painting the next thing, or you might end up with an eye on the back of someone's head... :P
I am curious, what part of your texturing workflow causes the stretching that occurs outside of all your UV shells? [refer to image]
Thanks!~
Well, when painting on the model, the colors get confined to the outlines of their UV islands, which leads to mipmapping artifacts (colorbleeding along the seams at lower mipmap levels). You can set the brush to bleed a few pixels, but its kinda iffy, doesn't always seem to work well. So what I did was re-bake the texture onto the same model (well, a duplicate with a new texture image, or it won't work for some reason), and set the extend margin around the UV islands to maximum. The extensions of each island will meet nicely in the middle between them. Btw, I learned this technique in a previous thread of mine, from JaqueChoi.
So yeah that's what you're seeing. There's stretching in places in the middle too. Some of the UV maps are better than others, heh (Liara's kinda sucks IMO, though in my defense that was the first one I did, before I got into the groove :P).
Thanks again to all those who commented. Yeah I've heard a lot of people mention 3D printed figures, a tactics/turn based RPG game, and a LOT of requests for papercraft stuff. I'm still kinda debating whether I should just give out the models. People might see all my ugly little mistakes, lol! And I might just be worrying a little too much about what else anyone might do with them. Any thoughts?
Us using and crediting you for your models is just a compliment to you on the job well done.. I don't think somebody would actually release a game with your models, but they would serve as a real nice learning tool - for modelers, animators, for use in game engines etc.. its always fun for me to use something like that to put in lets say Unity to test a gameplay with real model instead of a quick stick figure.. The models would eventually be replaced with the real ones of course.
As for the ugly mistakes, theres aways gonna be somebody that will say "oh, you should split that forearms second loop 0,5% lower!!!" but, they look perfect, and thats all that matters!
Just my two cents..
And if you do decide to release SDK, thank you in advance :):)
But I was sad that my favorite character from Mass Effect wasn't there, so I've decided to try and make her myself (as a challenge).
Here's come EDI, I hope you like her
Replies
You dont know what to say?
Say thank you.. then give us the models to play with in game engines, to learn from and to make pepakura files out of!!!
But seriously, those are the cutest models around!! :thumbup:
I am curious, what part of your texturing workflow causes the stretching that occurs outside of all your UV shells? [refer to image]
too cute.
Thanks and no problem. : D
Well, there's not too much to say tbh. I guess the most important thing to mention would be that the textures were painted on the model in 3D, for which I used Blender's texture paint mode, but any other 3D painting mode in any other program will do, I think.
Other than that... I like to start with the major color areas (using polygon masking to quickly fill them in), then outline all the important details, and then just keep plugging away at shading and polishing.
Idunno too much about other programs' implementations, but I like how Blender has a bunch of different options for the brush behavior, such as whether or not it should ignore culled backfaces or hidden faces when painting, or whether or not it should perspective-correct the brush. Sometimes, letting the brush paint on culled and hidden faces can be handy to quickly, say, paint a gradient color on a whole limb or a whole character, or a wristband or something, without having to go around and paint the other side as well.
Just be careful not to leave that option on when painting the next thing, or you might end up with an eye on the back of someone's head... :P
Thanks!~
Well, when painting on the model, the colors get confined to the outlines of their UV islands, which leads to mipmapping artifacts (colorbleeding along the seams at lower mipmap levels). You can set the brush to bleed a few pixels, but its kinda iffy, doesn't always seem to work well. So what I did was re-bake the texture onto the same model (well, a duplicate with a new texture image, or it won't work for some reason), and set the extend margin around the UV islands to maximum. The extensions of each island will meet nicely in the middle between them. Btw, I learned this technique in a previous thread of mine, from JaqueChoi.
So yeah that's what you're seeing. There's stretching in places in the middle too. Some of the UV maps are better than others, heh (Liara's kinda sucks IMO, though in my defense that was the first one I did, before I got into the groove :P).
Us using and crediting you for your models is just a compliment to you on the job well done.. I don't think somebody would actually release a game with your models, but they would serve as a real nice learning tool - for modelers, animators, for use in game engines etc.. its always fun for me to use something like that to put in lets say Unity to test a gameplay with real model instead of a quick stick figure.. The models would eventually be replaced with the real ones of course.
As for the ugly mistakes, theres aways gonna be somebody that will say "oh, you should split that forearms second loop 0,5% lower!!!" but, they look perfect, and thats all that matters!
Just my two cents..
And if you do decide to release SDK, thank you in advance :):)
http://www.polycount.com/forum/showpost.php?p=1535682&postcount=66
dude. love this. and the fact that you do such awesome shit in blender.
cudos.
My face would be like this...
:poly122:
...as I snuggled them guiltily.
But I was sad that my favorite character from Mass Effect wasn't there, so I've decided to try and make her myself (as a challenge).
Here's come EDI, I hope you like her