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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

DWIV - 3D - MoP

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Replies

  • coldkodiak
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    coldkodiak polycounter lvl 19
    cool process. Integrating all sorts of pipelines through one system is such a time saver. Figuring it all out is an art in itself.

    Looking forward to seeing it implements on the main dude. ;)
  • MoP
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    MoP polycounter lvl 20
    Oh, I just realised another cool thing about this approach:
    Since all the texturing is currently stored in my ZBrush highpoly files, I can edit my lowpoly geometry and UVs at will and simply re-bake to see how it looks - that way I can get optimum geometry and UV layout without ever having to sacrifice or reconsider texture work done in Photoshop.
    It also means I can update my highpolys later on if needs be, tweak the lowpoly to match and re-bake. Then I can leave texture polishing and refinement to much later in the process once I'm sure the geometry and UV layout is going to work, and I never lose or destroy any data.
    Score!
  • StefanH
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    StefanH polycounter lvl 17
    Looks really kickass MoP i love it. Your texturing process is 100% identical to mine except that i use a Zapplink usually as the starting point and refine with polypainting.

    Another cool thing you can do is using the Enhance Shading Brush in Projection Master to give some subtle lighting in some areas for example on metal combined with a reflective material.

    Keep it up I'm sure this will look awesome.
  • kipiripi
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    kipiripi polycounter lvl 19
    haha even just stick texture enough to say Kic ass Mop...
  • Mark Dygert
    Yea looking really awesome MoP. Loving the lantern and the detail you packed in there, really great stuff! Cool idea about the work flow too, I love super flexible UV workflows.
  • konstruct
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    konstruct polycounter lvl 20
    DAMN mop- best low poly stick I`ve ever seen!
  • MoP
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    MoP polycounter lvl 20
    Heh.

    Lowpoly for staff finished, lowpoly for lantern done too. Initial bakes at final resolution (lantern takes up a 512x512 square), still a lot of normals issues with the lantern, I might just do it in XNormal since I don't trust Max's baker.

    staff_low_02.jpg

    Still no texturing done, I am going to avoid using Photoshop until all the lowpolys and bakes are done, just so I don't waste time.
  • morte
    kickass! so this is the pure bake to lowpoly from polypaint?
  • MoP
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    MoP polycounter lvl 20
    Yep, on the staff only. I've baked normal maps, diffuse maps (no lighting) and AO maps for this. The lantern is just pure flat material colour & AO from Max.
  • oobersli
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    oobersli polycounter lvl 19
    great job. looks good. Now I have to give polypainting a try.
  • gaganjain
    Oh sweet...Now want to see character in color too...
  • r4ptur3
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    r4ptur3 polycounter lvl 17
    very nice, how many polys are we lookin' at?
  • MoP
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    MoP polycounter lvl 20
    r4ptur3: The staff and lantern together are exactly 2000 triangles. I've modelled out the eyes lowpoly now too (all 10 of them!) and they come to just over 1000 tris. All individually rotateable :D
    Hopefully I can fit all 4 harpoons into around 1000 triangles, if so that will leave me 6000 tris for the guy himself, which might just be enough. I have a feeling I will have to optimise like crazy though...

    Anyway, speaking of harpoons, I think I'm done with the highpoly for them:
    zb_wip_09.jpg
  • Ferg
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    Ferg polycounter lvl 19
    hot sauce mop, I've enjoyed watching this design congeal into a model
  • MM
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    MM polycounter lvl 18
    MoP wrote: »
    Heh.

    Lowpoly for staff finished, lowpoly for lantern done too. Initial bakes at final resolution (lantern takes up a 512x512 square), still a lot of normals issues with the lantern, I might just do it in XNormal since I don't trust Max's baker.

    nice work on the staff.

    for hard surface normal baking i would highly recommend baking in Maya2008 or 2009. it get near flawless hard surface normal maps from there. everything else i bake in xnormal.
  • MoP
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    MoP polycounter lvl 20
    Ferg: Thanks!

    MM: Yeah, in my experience Maya's normalmap baking and viewport display is a lot more consistent and higher quality than Max's. I am going to either use XNormal or keep it all in Max, though, because I don't want to spend a lot of time and effort sending lots of things back and forward between packages.

    Anyway, I've finished the highpoly and lowpoly for the harpoons - exactly 300 triangles per harpoon ... the guy currently has four on his back so that's 1200 tris, but if things get tight I can easily drop it to just three.

    harpoons_low_01.jpg

    I will probably do a ZBrush detail pass and maybe polypainting/ZAppLink work on the highpoly harpoon later on, if time allows.
  • MoP
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    MoP polycounter lvl 20
    Done the net now too. Image spam.

    zb_wip_10.jpg

    I also thought it was interesting to compare the very first WIP shot I took to where he is now. I can't believe I ever thought those were good proportions :S
  • garagarape
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    garagarape polycounter lvl 16
    Wow! The items are super cool.
    Looking forward to seing how you coordinate
    the monster colours with them.
  • Jeff MD
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    Jeff MD polycounter lvl 16
    great creature idea. love the combination of the larger hand giving the impression of another creature attached by him. good work!
  • JacqueChoi
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    JacqueChoi polycounter
    Looking sweet!

    That stick is definitely teh sickness.

    I'm gonna try your workflow for my next model.

    ^_^
  • aesir
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    aesir polycounter lvl 20
    Lookin good. The only thing that bothers me a bit is the net. It looks like it's made of unmoveable metal. If you could make it look stretched across his shell really tight and still hanging loose in others, it'd be cool.
  • MoP
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    MoP polycounter lvl 20
    Hmm. I am going too slowly ... everyone else nearly has their textures done :/

    Lowpoly is sitting around 9600 triangles now, although it's nowhere near finished yet. Most of the body and big arm are just the ZBrush base mesh at the moment (triangulated areas in the wireframe are parts I've actually worked on for the lowpoly).

    lowpoly_wip_01.jpg

    Still need to add in the net (probably about 200 tris) and the spines on his back, although I am still not 100% sure that those are even needed at this point.

    Also I need to figure out a non-poly-heavy way of allowing his eyes to blink :/
    Currently I only have one extra loop around the eye sockets for the eyelid, if I skinned that to a joint then he could blink but it'd look rubbish. Maybe I will leave that out for now and add it in later, I don't need blink ability for the final pose and submission, it was more just something I wanted to do to make this guy act as a really cool finished piece with a proper rig and everything.

    I hope to find room in my lowpoly budget for some fish...
  • katzeimsack
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    katzeimsack polycounter lvl 19
    looking great! gogogo! the stick topology is a little to dense compared to the rest though..

    please give a shit about the blink and spend the time on something you actually see on the final image. polycount ftw!
  • MoP
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    MoP polycounter lvl 20
    yeah, the stick was the first thing i was looking at as a place to save polys... will probably go in and cut it down a bit later :)
  • Malus
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    Malus polycounter lvl 18
    Looking good MoP, don't worry about progress either, you've got a tonne of time, hell I'm still doing the high poly! Argh.

    Are you going to throw on some finer detailling in the texturing phase?
  • IronHawk
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    IronHawk polycounter lvl 18
    looks freaking cool Mop!
  • Gav
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    Gav quad damage
    So awesome, nice update Mop!
  • MoP
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    MoP polycounter lvl 20
    Ugh, I'm slow enough. Sitting comfortably at 9,999 triangles. I should probably add one more for the effect inside the lamp ;)

    Some 3dsmax screengrabs of the finished lowpoly with normals and ambient occlusion baked:

    lowpoly_complete.jpg

    lowpoly_complete_wire.jpg

    Finished highpoly in ZBrush, in the end it was quite rushed so it's not as detailed or as well-designed as I'd hoped for, but it should do...
    highpoly_complete.jpg

    I will start the texture and posing next.
  • jeremy price
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    jeremy price polycounter lvl 20
    looks really great, maybe his pedestal should be a bowl of melted butter ...for dipping:)
  • JacqueChoi
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    JacqueChoi polycounter
    Fantastic job! Looks sweet!

    :D let's see some colour!
  • Mark Dygert
    Looking great MoPulous! I like the netting and the spears. A little disappointed that it looks noting like your previous entries (jk).
  • Ged
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    Ged interpolator
    nice work on the lowpoly, love all the little alpha'd touches - how do you get that to display in max? last time I tried was max 8 and it was nasty. Oh and by the way cool stuff in 3D world this month :)
  • kat
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    kat polycounter lvl 19
    Re: blinking... do it like a lizard or amphibian that blink a membrane iirc rather than the actual surrounding of the eye(s), you should be able to get away with duplicating the eyeballs themselves - UVWmap the eye close and then 'open' them - with perhaps a slightly transparent material?

    Or.. like a frog that pulls it's eye back into its skull when it swallows, that way you can deform more of the mesh than just the immediate surrounding eyelids?
  • MoP
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    MoP polycounter lvl 20
    Ged: Hehe, you noticed! cheers ;)

    kat, yep, I was thinking the same - I could probably get away with a shader effect if I absolutely wanted that blink, and had the time - I can probably find an area of texture somewhere to grab it from and just do an extra pass in the shader driven by a rig control.
  • rasmus
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    rasmus polycounter lvl 17
    This guy is so cool :) Excellent proportions, great modelling and a great bake! Keep it UP.
  • penrod
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    penrod polycounter lvl 17
    Lookin very nice Mop. The low poly bake turned out great. I like the little alpha spiky bits.
  • foreverendering
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    foreverendering polycounter lvl 18
    wonderful bake. great use of alphas
  • NyneDown
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    NyneDown polycounter lvl 17
    Turned out great, MoP....Looking forward to the textured version ;)
  • MoP
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    MoP polycounter lvl 20
    Started and finished the rig today... still needs a little refining, but it'll do for now. I may polish it up after the contest is over and make a few little animations, should be fun.

    rig_wip_01.jpg

    Zero work on the textures so far, it's basically flat colour fills.
  • Neolight
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    Neolight polycounter lvl 16
    I can't wait to see how he comes out. Reminds me a lot of the G-virus creature from Resident Evil 2
  • Viniterra
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    Viniterra polycounter lvl 18
    It really makes me remember gyodai from Changeman:

    gyodai1io.png

    Waiting for the textures, keep up the nice work!
  • warriah
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    warriah polycounter lvl 18
    looking good Mop . nice pose too
  • bilbana
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    bilbana polycounter lvl 19
    looks cool! are you planning on doing the textures the Zapplink way or the old fashion way. I`m really interested in trying out more polypaint to texture work and would be nice if you could share some pros/cons when you are done with the comp.
  • MoP
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    MoP polycounter lvl 20
    viniterra: haha, crazy - i hadn't seen that before, looks... strange ;)

    warriah: cheers, although that pose was just my random bone rotations to test extremes of deformation, it's probably not going to be anything like that in the final.

    bilbana: thanks - due to the limited time left I think I'm going to do it the old fashioned way in Photoshop, because if I used ZApplink and polypainting for the whole character I fear I'd waste too much time trying to learn how to use the tools effectively rather than just being able to make it look good straight away.
  • conte
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    conte polycounter lvl 19
    eh man, that lowpoly looks very cool!
    let's see some pixel fun!
  • butt_sahib
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    butt_sahib polycounter lvl 17
    Excellent work Mop!
    Rooting for ya! :D
  • woogity
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    woogity polycounter lvl 16
    the netting turned out beautifully man!

    is that fk rigging? i really need to get myself a copy of max for that nice biped rig they have, fbik is such a pain to set up in maya...max seems much more intuitive in that department.


    -Woog
  • MoP
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    MoP polycounter lvl 20
    So I started messing around with getting the texture started - anyone have any preferences for base colour?
    colour_choices_01.jpg

    Fear the lens flare.
  • nrek
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    nrek polycounter lvl 16
    1 and 2 are my favs. It would be cool if you played with blending 2 of them together, kinda like a real crab. If you check out some pics of fiddler crabs you can see how they have these cool color gradients on their main claw. But yea man this guy is looking pretty shhweet.:)

    http://www.dkimages.com/discover/previews/1365/11102083.JPG
  • MoP
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    MoP polycounter lvl 20
    nrek: yep, those two are my favourites too. I'm leaning towards #1 most, I think it has the most natural feel and nice contrasts. Definitely going to add in some better gradients and patches of more saturated colour too, as you say.
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