So did I, they seem very awkward, and the guy in the video seemed to struggle with them as well. It would have made more sense to have a "conform" button that simply makes all editable poly tools (like relax) conform to the surface of an object. The brush-based system is just weird... The new UV tools are nice though!
Thank you guys for your comments and inputs :) really helped me to understand the areas that I didnt put much effort into and since this is an iconic and popular character, I needed to be more accurate. I'm learning proper texturing specially for hard surface stuff so probably next time I will produce something better :)
posted some higher rez stuff to the site . 3 pages of renders. scroll for all images on the first 2. let me know what you guys think. does the body look alright w/ the matcap grey material? should i fix the little surface imperfections on the clothing for the head renders? thug_mug thanks
I'm calling this project finished, with more images here. It was a lot of fun on the texturing part - can't wait to do something similar again :) In the meanwhile, here's an arm I'm working on (to be used in a FPS perspective, subdivision surfaces). I did everything I could in 3dsmax, and will take it now to Zbrush after…
Heck, it rocks anyway I shattered a whole city block up with it ready for explosions and I was done before lunch- no errors or weirdness at all. Very tight bit of code. You can still fool it using two concave surfaces touching at either end, but its nothing to split your operand down the middle really.
Could you expand on that a bit more. hows is having a bright low constrast diffuse texture more realistic, surely this is totally dependent on the physical properties of the surface. how do you handle objects with low albedo? (isnt that what the diffuse map is representing, diffuse reflectance.) I think I must be…
Thank you so much for the help JohnnyRaptor, I did as you said and finally got my model in zbrush textured. As for the getting texture, I did a little trick. I have aligned all polys in max by Z axis, so it made it as flat surface and then rendered it with hi res, and got a good quality texture.
I think that hits most of the major things you need, except for maybe organic plants of some kind. It would be good if the hard surface props where completed not just high poly with a glossy gray material like a lot of people like to do... If its all going into UDK or some other engine, even better.
It's coming along nicely. Too shiny though. Play around with the different materials more. Example; the clothing shouldn't have any specular at all. Look up references for metal armor and how the surfaces act to wear and tear. Right now it's too reflective and almost get the feel of being glass rather than metal.
nice design. very minimalist and sleek. a bit of advice tho. you might wanna think about the specular on your next project if you are done with this one. the materials on this character are all reading the same finish. the spec really can change how we read the material surface, whether is be metal or fiber. good luck!