First off Everyone is doing a great job! I love how creative this community is.
If you haven't created a weapon yet, not quite done, or have been thinking about doing a second (or third) weapon, there is plenty of time left to get something done for the contest! To help drive people through to the finish, I'm going to make a Hammer (or mace) this Saturday.
24 hour mini challenge!
I don't know how many people remember the 24 hour Quake 3 challenge back in the day but it was a blast!
I'm going to do some sketching over the next few days and lock in on a solid (doable) concept. Then starting Saturday morning, I'm going to try to knock it out within a day. I'll post progress as I go and I might even jump into Live Stream from time to time. I welcome people to do this along with me!
Wish me luck!
- BoBo
Replies
Maybe I'll give it a shot, I don't have any plans for Saturday yet... other than finish my other weapon, lol.
I have to step out for a couple hours for some Ultimate in an hour but will try to have my first images posted around 3 or 4
- BoBo
- BoBo
Additionally, here is my Blank if anyone wants to take a look.
http://www.bobotheseal.com/download/DS2_Hammer_Template.rar
- BoBo
Doesn't look like you're gonna make it all in one day- I honestly don't know how possible that one is with normal maps and all that. It's definitely harder to make assents these days as opposed to quake times.
- BoBo
i start now with a new weapon
On to UV's
- BoBo
Cool to see you're actually going all the way with it in the 24 hours. Also sad though, that you can complete one better than mine in such a fraction of the time. :poly136:
@Stinkhorse You pretty much have to do it by hand for the best results. Either by reducing and altering your basemesh or by creating a new mesh that conforms better to the high poly. Using an automated thing to reduce tris won't give as good results. Scripts, plugins and programs for that purpose do exist though.
Keep on trucking man
Base Bakes complete:
I'll finish off the textures after a few hours of sleep
I'll also come back and answer questions as well as live streaming while I'm working on the textures.
- BoBo
I've read up on it and I believe I understand the process (baking the normals, AO, etc into some kind of texture), but tomorrow I'm going to attempt to do it, and I have no idea where to begin, or even which software it's done in.
You're a gentleman and a scholar :P
Always a pleasure looking at your stuff man
I’ll finish off the texture after work this week and will do a livestream to go over some of the process.
OrganizedChaos: Your fired!
Turret: After I get my base texture done through bakes I will do a lot of color correction, overlay a few textures to break up the clean bakes, then I’ll start hand painting the remaining details. Again, I’ll do a livestream later in the week.
Stinkhorse: I do it by hand using 3dCoat. I bring in my highres mesh as a reference. 3dCoat allows me to create new geo on top of the highres mesh.
Mathew: 3DMax allows you to remove verticies without altering the existing UVs. I find it easier to build my mesh a little higher than target and reduce the polycount after I see what details can and can’t be held up by the textures.
Udlokken: Check out my livestream. You can see how I use my bakes to create my base texture http://livestre.am/1jy8H
OrganizedChaos: Ok you’re re-hired.
- BoBo