I was asked by a friend to create his character 3d for a Game he is making for his Final Major Project at Uni, so with his consent I have been given premission to post my progress on here to recieve crit as I go.
At this point in time I am currently working on the head scuplt, this the concept he has provided me with:
and here my progress so far with the scuplt
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I still need to add hair to the bust also one problem people might be able to help with, I mirrored my UV's and im using the offset feature within max to project the other side but iv ran into a snag, at the neck base and around the back of the head the seam grows and is also not set right here is a quick render
if you look at the neck you can see what i mean, and here is a screenshot of my UVs
If anyone knows how to fix this i will love you long time
cauliflower ear
As for your seam issue, the only advice I can give is to not mirror the UVs if you are baking normals. I try to bake normals with unique UVs.
When you are baking normals, you want them to be perfectly on top of each other, then you offset them by one (if you need explaination on that, let us know)
Yes there will be a seam, just not as bad as you have now. This should get you moving again.
So I tested it in UDK instead as thats what engine the character is gonna be for and this happened and i have never seen or have any idea why its doing this
Else if you really have to, you can do as wonkey said, also make sure you don't have hard edges, and put your seams where your mesh is not flat.
I would fix the ear but concepter seemed fine with it so im gonna keep it in mind and also gonna make sure when it comes to working on the body im gonna post WIP stuff on here so i can fix as i go.
I still need to setup shaders for the metal and glass eyes soo yay more research ^_^ if anyone knows any good tuts for those shaders would be a nice help, also its lacking a spec map
for good metal/glass your going to need to utilize a cube map-
I havent watched this , but its probably an ight place to start
Toxic_h2o,
You have the front of that guy's face? i want to see what his face looks like
http://en.wikipedia.org/wiki/Randy_Couture
As for the method of the UV mirroring, i was like :poly142: wut, but then u know i suck at UDK.
I changed up the diffuse to steer it away from warmness and also played around with hair, I discovered today that I havent really played with hair much O.o no idea how iv avoided it tbh, so its like a hugggge relearning process I put the hair alphas on a 256x256 map, here is a screengrab from udk
Textures in most engines default to tiling, but can be set to mirrored tiling easily, or even to just repeat the edge pixels only. UDK handles this on a per edge basis.
So that setup for the UV's would be fine with the texture set to mirror. The trick would be to ensure those center seam UV's are exactly on the border of 0 or 1 respectively.
Im using the machinist as my main point of reference
my main ref is this image of him
I think it's worth checking out some medical pictures of rib cages, the shape at the bottom is a lot more of a smooth curve. You could even just have a feel of your own ribs and you'll see what I mean.
It's a real mask from the 1600s. Plague doctors used to wear them and put scented plants down the hollowed out beak to mask the stench of death.
You could cross reference it with some pictures of people with anorexia or marasmus to get a clearer idea of the sorts of forms you should be going for.
and here is the lowpoly ready for unwrap/bakey goodness
Btw if anyone is intrested you can find my concept artist DA account here: http://devil-glonk.deviantart.com/
p.s. thanks for all the feedback so far guys its be amazing and very helpful
here is the retop of the pants, still need to do the feet yet, will be working on that and the coat tomorrow.
just did a quick skin/pose, still lots to do, still need spec map alpha maps, coat, objects, seam fixing, diffuse tweeking and shaders.
Anatomy is a tricky thing that if you don't get right, you can't quite move on.
one thing I know i hugey need to improve on is my texture work