I did. i rebaked, tried changing the padding, i rebaked in max and in xnormal i checked my seams my welding the UVs, nothing. it keeps shifting the seams on the UVs for some reason. cant figure it out.
Looks like you're making good progress! I think Annie's ear is way too flat to her head though...
She has hair behind and a little over her ear towards the front. didnt get any space in there for any extra needed topology Ill bake it tomorrow and see how it looks and adjust if needed.
I wouldn't use colors sampled from a realistic palette rather use it as a starting point to bring your piece into the League art style inspired by classic reference.
I wouldn't use colors sampled from a realistic palette rather use it as a starting point to bring your piece into the League art style inspired by classic reference.
For sure (: I just really liked the classic green but you make a good point. If you look at my robbers I still sampled more from the in game model than that chart. (: ty good point
Finished the Bake for Annie, sorta... still working on the bake, having issues where i have small teddy in the same UV space but the bake itself seems to be overlapping somehow, not sure what the issue is but im working on it.
here is the issue im having with teddy which is in the same UV space.
what i have is: 1 Max file with both Annie and Teddy as 1 mesh.
My low poly is also the same: Same 1 max file with both Annie and Teddy, and they are both in my same UV space. My teddy UVS are not overlapping annie and i have both meshes low and high selected correctly when baking.
Ok, last word of advice. Import each mesh into 3dsmax one at a time. Make sure your highpoly and lowpolies are correct. A lot of times, I think my highpoly is correct and then i get weird baking errors. So i import them back into maya and usually, i've exported something incorrectly.
I would do what slosh said and make sure you are baking teddy by himself. It looks like its grabbing annie and baking that onto him. Really like what you have so far (:
Sorry to see you are having so much trouble baking things out. It may be your scale is very small so the min/max values set in xnormal are too large. You can check this in the 3D viewer in xnormal as well and see if your cage is extending too far out.
Thanx for all the help and advice. it wasnt any of those sadly.... look like an issue with my program. had to redo a few things, spent a few more hours working on it but i got it to work
So Annie is almost ready for some base colors.
and finally Teddy... omg this dude and the issues its been giving me lol anyways managed to fix the bake and this is where its sitting so far.
Starting to law down some colors for Annie. really just trying to find my way. critiques would be nice! (havent done anything with the dress, arms, bandages, or shoes)
Sweet textures! The model is looking very clean too.
I'd be tempted to tweak Tibber's color a bit so that he stands out more from Summoner's Rift (not sure about the new map), maybe have it turn to a different hue at certain spots. At the moment it looks like it might camouflage with the trees/bushes.
i like it so far but the face could use some more love. She feels very flat (which i suppose children's faces are alittle flatter but it just doesn't look appealing right now). Alittle more color variation throughout might really help. Good luck it's looking good so far!
thanx guys yeah having some trouble with the color and just color tones in general. havent really " hand painted" before. been looking at other posts that get some paint overs so im trying to pull some knowledge from there.
Just take it slow. I posted a progress of my texture in my thread if you want to see how I did mine...though I'm not a great hand painter by any means. For skin, just paint subtly cuz if you paint too heavy, it gets ugly fast...at least in my case. good luck!
I think you're definitely heading in the right direction. Her face is too blown out right now...bring the levels down. And one thing is to make sure you are either painting out the AO with color or multiplying your AO as a color. I actually like to use gradient maps to convert all my AO to colors before I paint over it. You can see in the shadows on the neck that its very grey, muddy, and desaturated. i would paint over that with nice skintone reds. You can do the same to the dress too in the creases of the folds. Hair looks good! Maybe paint in some more secondary colors and add gradients.
thanx again man. been working some more on the texturing but wanted to get started to put together some ideas for some poses for the presentation. which one do you guys like?
these are WIP of course.
Option A.
Option B
Option C (gangnam style)
* Thanx to brad for the help and tips and tricks with some rigging and posing
Definitely not C :-/
B would work if their backs were touching but with the height difference and Annie's hairdo preventing close contact, I guess I would go for A. The problem with this one though is that the perspective is messing up their scale ratio. You would have to put something on your ground to emphasize the distance between them. Or reduce the distance between the two to have Tibber bigger or Annie smaller.
yeah good point. What i need to do is movie Annie to the front of tibbers, that will give more of a height reference and will also make her hair not be hidden.
i think mostly im going for A or B. C was just playing around lol
Agreeing with Goldo_O on poses, but these are fun!
Did you bake your lights with hard shadows? For a moment I thought you were using a light rig when I realized those hard shadows appear baked into your texture on Tibbers. You may need to soften that up so that the lighting feels more diffused, as it is also making Tibbers appear very dark. If you can, I'd recommend clamping your shadows a bit and coloring your ao/light maps slightly [yellow highlights, blue/violet shadows] to get a nice warm/cool contrast and make them pop. Good luck!
Agreeing with Goldo_O on poses, but these are fun!
Did you bake your lights with hard shadows? For a moment I thought you were using a light rig when I realized those hard shadows appear baked into your texture on Tibbers. You may need to soften that up or possibly re-render so that the lighting feels more diffused, as it is also making Tibbers appear very dark. If you can, I'd recommend clamping your shadows a bit and coloring your ao/light maps slightly [yellow highlights, blue/violet shadows] to get a nice warm/cool contrast and make them pop. Good luck!
thanx for that and yes, I already went back in to soften that shadow bake on tibbers and made him a bit brighter. i actually redid most of tibbers after i posted this last night. next shot should be much better
Replies
I did. i rebaked, tried changing the padding, i rebaked in max and in xnormal i checked my seams my welding the UVs, nothing. it keeps shifting the seams on the UVs for some reason. cant figure it out.
I sorta figured it out lol anyways
Never hand painted before, but gotta learn somehow right?
Laying down some base colors... thats about all i did so far.
learn learn learn....
Ditto, bloody hand painting. Great start though dude.
With a maya bake you'd get that kind of result if you didn't do an 'average normals' on your low poly before baking
Thanx! yeah not the easiest thing in the world and what more perfect time to learn than for the biggest polycount challenge huh? lol
anyways, this is a site i been using for a bit and i figured id share.
http://www.colorexplorer.com/imageimport.aspx
for Tibbers colors im going to try and pick some of the "original" colors from Frankenstein so tools like this help a lot.
I would suggest maybe ad some more geo,
And good luck on the hand painting part :thumbup:
yeah was thinking about doing that as well taking a break from tibbers for now. Finished Annie.
Annie high poly done.
started on Annies retopo.
She has hair behind and a little over her ear towards the front. didnt get any space in there for any extra needed topology Ill bake it tomorrow and see how it looks and adjust if needed.
also thanx for the comment
Im making her a bit more child like. i think she was looking too old and more of an adult then a little girl.
so here is the new annie.
just made proportion changes and worked on shaping her a little better.
PS: have to restart the retopo -_-
So started the retop again since i made those changes to Annie. here is what got so far.
She is sitting at 3.000k Polys without the backpack.
Edit: Just noticed i forgot her bows....
Unwrapping tomorrow then to the bakery!
For sure (: I just really liked the classic green but you make a good point. If you look at my robbers I still sampled more from the in game model than that chart. (: ty good point
Im doing an Annie model and animation.
http://www.polycount.com/forum/showthread.php?t=143123
here is the issue im having with teddy which is in the same UV space.
the circled uvs is the teddy.
ideas anyone?
My low poly is also the same: Same 1 max file with both Annie and Teddy, and they are both in my same UV space. My teddy UVS are not overlapping annie and i have both meshes low and high selected correctly when baking.
lol half is baking now and half is not. i dont have symmetry on this, so no reason why this should be this way.
thats what im baking in, also tried max but im having the same issue. Ill figure it out
So Annie is almost ready for some base colors.
and finally Teddy... omg this dude and the issues its been giving me lol anyways managed to fix the bake and this is where its sitting so far.
still a lot to do
ty 1st time with all this so im trying lol
Starting to law down some colors for Annie. really just trying to find my way. critiques would be nice! (havent done anything with the dress, arms, bandages, or shoes)
Still working on the textures for both and about to start on little teddy as well.
I'd be tempted to tweak Tibber's color a bit so that he stands out more from Summoner's Rift (not sure about the new map), maybe have it turn to a different hue at certain spots. At the moment it looks like it might camouflage with the trees/bushes.
UPDATE.
these are WIP of course.
Option A.
Option B
Option C (gangnam style)
* Thanx to brad for the help and tips and tricks with some rigging and posing
B would work if their backs were touching but with the height difference and Annie's hairdo preventing close contact, I guess I would go for A. The problem with this one though is that the perspective is messing up their scale ratio. You would have to put something on your ground to emphasize the distance between them. Or reduce the distance between the two to have Tibber bigger or Annie smaller.
i think mostly im going for A or B. C was just playing around lol
http://4.bp.blogspot.com/-Wf2CKiSFqhw/Tan61zzYCvI/AAAAAAAAEME/50dC1xdHe4s/s1600/logo_polycount.png
Good luck Diego, one last week!
Did you bake your lights with hard shadows? For a moment I thought you were using a light rig when I realized those hard shadows appear baked into your texture on Tibbers. You may need to soften that up so that the lighting feels more diffused, as it is also making Tibbers appear very dark. If you can, I'd recommend clamping your shadows a bit and coloring your ao/light maps slightly [yellow highlights, blue/violet shadows] to get a nice warm/cool contrast and make them pop. Good luck!
thanx for that and yes, I already went back in to soften that shadow bake on tibbers and made him a bit brighter. i actually redid most of tibbers after i posted this last night. next shot should be much better