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omnicypher
15-08-2006, 10:05 PM
freedie: i dont think the hieght and width of your images matter, its just the amount of kilobites that make the difference. if you want to reduce that, open the screen grab in photoshop and click on file and scroll down to save for web. theres some settings which slightly reduce the quality but greatly reduce the size. thats what i use.

omnicypher
15-08-2006, 10:12 PM
Brazuka: its looking pretty good. i only have 2 problems i can point out.1. your waist seems a little thin and makes the bodies sides look kinda flat 2. your ****** seems a little high, but youll probably have pants later so it doesnt matter to much.there might be a problem with the armpit but im not really sure how. besides that its looking good and will probably look great in a few days

Mr.T
16-08-2006, 01:07 AM
I'm model torso part and legs part separatly and make one careless mistake: as you can see - there are different sides on torso part and legs part. So, what should I do? Add polys at torso whole part? Or break only some lower edges (in that case the wire IMHO would look untidy) Or there are any other methods?

you can select both parts end (all the edges of both parts) and use the bridge
tool in the edit poly, if you use max of course. There is no problem to have tris
in your model, we're talking about lowpoly :)

you can also simply create another row of edges and manualy weld to have
the final vertex count for both parts to weld together.

I hope I understood right what you were asking..

BiG ToE-3DT
16-08-2006, 01:23 AM
Inpw: you could also make a slight adjustment to the concept, give the model a thick belt.

Niten
16-08-2006, 01:41 AM
I really like your chibi-Snake MonteCristo! I was thinking that I would model snake too but chibi version wasn't in my mind. Can't wait to see him textured.

frostsnake
16-08-2006, 01:55 AM
I just have to say , there is coming along alot of good work now, everytime i visit this treath its some new stuff here! Everyone is doing great, so keep it up!

Brazucka- I like how your model is buildt with the latisimus muscle, will look cool when animated i think. Anyway you should consider modeling cloth where this guy will have cloth, since you dont need to model the body under if it will be deleted after putting cloth on.

evil-98
16-08-2006, 03:13 AM
alright spent all day uvwmaping, got some stretching on the face, and alot of fixing on the cape...i suck at this :p

funkdelic
16-08-2006, 03:29 AM
Hi guys...so ill give a try =]

well as we already got a batman here.. well why not a robin =P

this is what i got so far.... 2 hours modeling... a lot of things to do.. but its a simple model

hope you enjoy it...

btw.. awesome works here hunh :lurve:

hehe cya

ref:
http://i26.photobucket.com/albums/c149/raffael1231/robinmodel.jpg

http://i26.photobucket.com/albums/c149/raffael1231/rbn.jpg
http://i26.photobucket.com/albums/c149/raffael1231/rbn3.jpg
http://i26.photobucket.com/albums/c149/raffael1231/rbn2.jpg

evil-98
16-08-2006, 03:40 AM
wow where did you find that? my first idea was robin, but i think batman was a better choose.
looks like a good start

Seraphsys
16-08-2006, 04:02 AM
Ive almost done the jacket
i hope to update later today with much more done.
any crits would be good

Airm4n
16-08-2006, 04:07 AM
Hey guys!

I haven't really done any modeling the past err 2-3 years but this thread really sparked up my interest again. I won't be joining in on this chalange but hopefully I'll find some time in a not to distant future and join.

Some really great entries tho!!

Laters! //Airm4n

leucome
16-08-2006, 07:52 AM
I will do Belldandy model.

http://leucome.no-ip.info/files/belldandy01.jpg
http://leucome.no-ip.info/files/belldandy02.jpg

Animaleante
16-08-2006, 07:57 AM
THAT IS AWESOME leucome..beautiful face...totally looks high-poly!!!...and evil98...ur model rocks!!!!

BiG ToE-3DT
16-08-2006, 08:34 AM
got the head done, not real happy with the hair, it's giving me trouble.

gra7
16-08-2006, 08:37 AM
hey guys.. im new in this forum.. and im in in this challenge!

here comes the Riddick!

reference..:

http://www.riddick.ru/th_lars.jpg http://www.thecinematicverses.com/Pictures/riddick.jpg http://imagecache2.allposters.com/images/pic/scrp/997~The-Chronicles-of-Riddick-Posters.jpg


post the modeling latter!
c ya ! and best luck to all!

Klash120
16-08-2006, 09:31 AM
Everyone's model is coming along awesome-ly :P
I think i'm starting to get the hang of the Max. All's well, until it came to UVing.
I find it to be very painful & tedious >,<

Here's this time's question is: How do you reverse Normals in Max?
-FC3

rawk777
16-08-2006, 10:11 AM
Klash120 : You have to add normal modifier. By default, it switches all normals of the object.
__
I unwarped almost all of my model today. I still have the toes and the head to do. Then, it's gonna be the first model (exept tutorials, etc) I texture with unwrap uvw.

defaultalias
16-08-2006, 10:27 AM
wow, been only a week and already so many posts. i'm droping majora, and doing something else. i'm at a loss right now :wall:
maybe i should go back and make hellboy...

evil-98
16-08-2006, 10:49 AM
wow i hate my uvws... :ugh: makes my model look look bad.
i layed down all my flats and my faces was all stretched my batman
logo of the chest was skewed.. what to do what to do!! :grr:

heres what the uvws look like with the flats :(

frostsnake
16-08-2006, 01:18 PM
defaultalias-to bad !, I think your model of majora would have been good!
BiG ToE-3DT- he is the coolest ninja ever! fixing that hair will help I guess.
evil- I think its looking good, try using the relax function in max on the areas that shouldnt be streched,like where the logo is.

Inpw
16-08-2006, 01:23 PM
Here is some wip. In the meanwhile head is separate from body (well, Jack is a pirate after all :D ) and I'm working at the hands.

Cranium
16-08-2006, 01:31 PM
There is so much grate work in this low poly thread.
BiG ToE-3dt that head is nice, how many tris do you have on that model?

Seraphsys
16-08-2006, 05:02 PM
Almost done, jusst gotta fix his butt and texture the eyes.
and a few other touch ups.

Mr.T
16-08-2006, 05:31 PM
:haha: excellent Seraphsys! :haha: I love Fry :evil:

gra7
16-08-2006, 08:26 PM
here is my start!

simple_minded
16-08-2006, 09:19 PM
Gra7, thats looking pretty cool so far, keep it up!

defaultalias
17-08-2006, 12:02 AM
Eva 1 from Neon Genesis Evangelion:

http://i70.photobucket.com/albums/i101/defaultalias/Evangelion/evangelion147.jpg

Ilkejav mk5
17-08-2006, 12:19 AM
Hey everyone, as much as i'd have liked to finish this comp (I usually finish the comps I start) I find I won't have the time to actually do something worthwhile since I'm moving to my apartment in a few days... anyway I really hate quitting (all these good ol' buddeys from the first comps are back and i'd have liked to join them) but I won't have the time or energy to work on it...

so that means Indiana Jones is up for grabs... anyone can take it.

gra7
17-08-2006, 12:19 AM
maybe modeling finished..

evil-98
17-08-2006, 12:22 AM
looks nice, the face looks kinda werid the cheeks.

omnicypher
17-08-2006, 02:45 AM
i tried giving my model a bump map but it doesnt look very good.i have some sizeing issues with my texture map because i unwrapped the ear about as big as the hand and the shirt almost as big as the head. but i dont feel like going back and resizing everything.even on the parts that are larger than they should be, the bump map doesnt look very organic. i still dont really know how big our maps can be. when they say 1024 divided between bump, normals, and diffuse does that mean 1024 for each or about 512 for each and add them together? right now im using 512 maps. theres no way i can get a good level on detail with my bump map if its not larger

DerekSc
17-08-2006, 03:06 AM
Maximus
Pretty much finished with his head. Will probably do a little more tweaking after looking at some more head shots though. Heh, I just tweaked about three things while typing this message. If I have the polys left over they'll probably go into his head as well. I'll see how well the textures sell it.
The costume he'll be wearing is the main one that Proximo gave him, but not the final fight one with the extra shoulder pads. I do plan on making the spiked helmet and sword... and we'll see about the shield (probably not).
C&C more than welcome. Good to see so many works in progress, voting time is going to be awesome! :)

Gabriel_Novaes
17-08-2006, 03:29 AM
my wip
this is dungeon master from the 80's animated serie of dungeons & dragons...
i don't have experience modeling characters, but i'll try.
think i'm spending too many polys already :ugh:

BiG ToE-3DT
17-08-2006, 05:08 AM
omnicypher: for your bump, decrease the value some. Also, when we/I say 1024 for everything, I always mean 1024 for each map. Not a total of 1024.

BiG ToE-3DT
17-08-2006, 06:59 AM
still working on the hair.

Brazucka
17-08-2006, 07:54 AM
Ok,

I made the feet and almost Ryu´s entire Kimono.
But I really don´t now how to make the head.
Looked at edge loops tutoriais, but didn´t find
anything good instead of poly-by-poly ones.

Could you help me, please?
Thanks a lot!
:)

http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_face_01.jpg
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_face_01a.jpg
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_face_01b.jpg

allanlee
17-08-2006, 08:21 AM
So for my entry I have chosen to do Lobster Johnson A character from the Hell Boy comic for those not in the know. Attached is a ref image of him.

Question about textures sorry if I sound like a broken record Im sure this has already been asked, but I dont want to be wrong about this.

Texture size is 1024x1024 each if im doing a diffuse, bump, and a spec :???:

polytweak
17-08-2006, 08:25 AM
ToE - Whose your celeb?

BiG ToE-3DT
17-08-2006, 08:48 AM
polytweak: Kakashi, from the Naruto cartoon.

allanlee: not sure you saw 3 posts above yours, but yes, that's fine.

Brazucka: poly by poly seems to work for me, so give it a try when modeling the head. I start with the eyes, then work my way out to the nose. Try matching what you do in the front view to the side view.

DerekSc
17-08-2006, 09:14 AM
Ok,
I made the feet and almost Ryu´s entire Kimono.


Hehehe, I'm not Japanese so I'm not offended or anything... but he's wearing a gi, not a kimono. A gi is a standard Japanese martial arts uniform, a kimono is typically worn by women on special occasions.
Just thought you should know. :)

(the body is looking pretty good, by the way)

BiG ToE-3DT
17-08-2006, 09:17 AM
that is true.

leucome
17-08-2006, 10:11 AM
I began to do some clothing.

Klash120
17-08-2006, 10:39 AM
Got yet another question. How do you "Detach/ungroup?" objects when attached?
Also, if there a viewer or something to see all/what objects are in my scene. I came across "H" (Select Objects). Dunno if there's a better window.

Mr.T
17-08-2006, 12:38 PM
omnicypher: for your bump, decrease the value some. Also, when we/I say 1024 for everything, I always mean 1024 for each map. Not a total of 1024.

O! I though we had 1024*1024 for all maps (meaning croping the 1024 sheet
in 4 512*512 for example..)

so we can have: 1024*1024 - Diffuse / 1024*1024 - Normal / 1024*1024 - Specular / etc.. ?

Excuse me to ask again but I'm a little bit confused :xx:

frostsnake
17-08-2006, 02:22 PM
I think thats right mr.t, just think models, if you have more than one model with differente Uws you have to chop that 1024x1024. feks if your doing 4 diffeerente objects with differente Uws, then you cant go over 512x512 for each. The other maps like spec, normal etc.. should have the same reselution as its main color map, they dont count total.

Mike_inel
17-08-2006, 02:26 PM
Umm... Mr. BigToe, is it ok if I don't post any WIP but i'll still submit my entry?

rawk777
17-08-2006, 02:26 PM
Great progress everyone!

I finished unwrap and began texturing.. Here is how it goes ! (I know some bolts are not the good size..)

http://www.rawk777.com/3dtotal/Rawk777-ED209-tx-WIP.jpg

Cranium
17-08-2006, 03:24 PM
When are the next wip frostsnake?

Mr.T
17-08-2006, 05:15 PM
I think thats right mr.t, just think models, if you have more than one model with differente Uws you have to chop that 1024x1024. feks if your doing 4 diffeerente objects with differente Uws, then you cant go over 512x512 for each. The other maps like spec, normal etc.. should have the same reselution as its main color map, they dont count total.

Thanks alot Frostsnake :wave: :smug:

BiG ToE-3DT
17-08-2006, 06:21 PM
Mike_inel: try posting at least one wip, so we know your around.

Mr.T: 1024 for the whole model, so if the model is all one piece then the texture size is 1024, if your model is in 4 pieces like Frostsnake said, then you need to chop up the textures into 512.

Also, the only thing that really matters is your diffuse map. Everything else should match that. (in size)

Mr.T
17-08-2006, 06:33 PM
Thanks again, I was suddenly confused :hurt:

lol now everything is clear :wave: I'll post some progress as soon as I have
worked more on my Candyman :D

mediocre@best
17-08-2006, 08:15 PM
what i got so far...
http://ic1.deviantart.com/fs11/i/2006/229/9/c/gigantor_wip_by_imonacomputer.jpg
likely some tweaking left to do. does poly count usually include bones?

funkdelic
17-08-2006, 08:32 PM
Hey guys...

well the body is all done =P

but Im having some troubles to model the head =/ if someone could help me i would appreciate!

http://i26.photobucket.com/albums/c149/raffael1231/robinnapegada.jpg

DerekSc
17-08-2006, 09:24 PM
funkdelic: I usually start with the eyes, then the mouth, then use the nose to link them together and fill in the cheeks. The chin is a few edge extrusions from the mouth. I don't know how others do it, but I start with the front view, do a basic model of these areas, then switch to the side view to adjust the depth (it might be weird, but I find it faster to do that than switching back and forth). For the top of the head I extrude the edges back like a snail shell, and once I get to the back of the head I connect them with the front and build an ear out from that (will need some subdivisions). Depending on how the jaw is, you may want to split it again from the bottom of the ear down to the front of the neck to get more definition. The key is to see how the lines on the face flow, and which areas work well with circular flowing lines (take a look at a diagram of facial muscles for a good idea of this).
Hope this helps. Take a look at the Joan of Arc tutorial as well, it's pretty clear and has lots of pictures.

AbaDome
17-08-2006, 09:47 PM
This competition seemed so cool so decided to jump in :)
and this would be my first try at threedy competitions.

i've had alot practise on the lowpoly area recently at work so im guessing this will be the right area to improve those skills :)

im a bit late at from the start but i'll work trough the nights to get it finished for the deadline :D

the character i would like to do is this fellow here
hope nodody has chosen him yet

evil-98
17-08-2006, 09:52 PM
nice choose

frostsnake
17-08-2006, 10:18 PM
AbaDome-cool pick! good luck!

NEW update!:
http://img.photobucket.com/albums/v125/frostsnake/wips/stage24.jpg
C&C are WElcome!

Cranium
17-08-2006, 11:21 PM
Frostsnake that is looking sweet.. Is his chest/stomac a bit to thin? this is stil a wip so i guess you are still working , but already this guy is well done.

mediocre@best
17-08-2006, 11:24 PM
not showing pic for some reason give it another go:
http://ic1.deviantart.com/fs11/i/2006/229/9/c/gigantor_wip_by_imonacomputer.jpg
if not there then here (http://www.deviantart.com/deviation/38170606/?q=by%3Aimonacomputer+in%3Ascraps+sort%3Atime)

AbaDome
17-08-2006, 11:31 PM
thanks evil-98 and frostsnake
Here is the progress on spawn so far.
tris are at 2200ish

simple_minded
17-08-2006, 11:56 PM
AbaDome- you sure you need all that extracurricular detail going on there? Or you just doing that cause he has know face? Anywho...... Just a thought.....



!BAMF!

evil-98
18-08-2006, 12:36 AM
Hey guys...

well the body is all done =P

but Im having some troubles to model the head =/ if someone could help me i would appreciate!


sure. ;P robin sure has an awkward shape for a head, kinda like an accorn good luck with the hair :crazy: he also has ears of a monkey, its because he has no hair to hid the hugeness :drool:

hope this help

Animaleante
18-08-2006, 01:00 AM
WHOA...already done frostsnake...I'm still working on the head and hands.....it is driving me craaaaazy...but anyway...it is beautiful

Grashupfa
18-08-2006, 01:51 AM
hm...continued working on him...tricount about 2000 at the moment...still alot to improve ;)

anyway, let me know what you guys think

funkdelic
18-08-2006, 02:32 AM
evil !! thx man.. it´ll certainly helps me a lot =]

frostsnake
18-08-2006, 02:54 AM
Thanks Animaleante, guess I`m almost finnished. got some wip`s to show?
Cranium he is pritty much finnished, maybe some of the rigging can get better, will see.
"Worlds greatest sword master, Here I come!!!"
Chachingg!!
http://img.photobucket.com/albums/v125/frostsnake/wips/stage26.jpg

evil-98
18-08-2006, 03:04 AM
^^ very cool if it had a colorfull environment it would be perfect

requiem2d
18-08-2006, 03:07 AM
Man, some of these pieces are really developing nicely, great stuff :D

BiG ToE-3DT
18-08-2006, 03:12 AM
time to start on the high poly. Right after I cut some poly's from the low.

Kalango
18-08-2006, 05:31 AM
Yo big toe you could put just planes with some opacity maps to make the hair, or nice low piramids.....like this naruto guy http://www.poopinmymouth.com/3d/naruto_poses.jpg http://www.poopinmymouth.com/3d/naruto.jpg made by poop(Ben Mathis). ice ron frostsnake. And i SHURELY want to see this spawn!

BiG ToE-3DT
18-08-2006, 06:32 AM
I tried the cones, they didn't give me what I was looking for. But I'm not worried about the poly count. I got a few places I know I can get at.

mashinboo
18-08-2006, 07:28 AM
things are lookin awesome havent been able to start on mine yet *sigh but im dyin to jump on board and participate keep it up guys cant wait to see the end results for the batman and robin models. the kakashi sensie looks nice yoo

ThatDon
18-08-2006, 07:43 AM
most recent WIP
http://smg.photobucket.com/albums/v245/JohnyKnoxville/vincentWIP3.jpg

I need to start redoing the hair so I'm not over budget, And refine some of the other areas, then maybe make a high poly version so I can have the option of normal mapping. If not, I'm off to unwrapping. Any comments or suggestions are more than welcome. or tips on areas that I could cut down on the polys to use them in more important places.

allanlee
18-08-2006, 08:17 AM
So i have a wip of Lobster Johnson. The thing for me that will be a challenge is the surfacing and what I can do with it. So I'm pluging away at the modeling. To make things a little more interesting I'm not doing a normal map so its all in the texturing(scary:hmm:)

polytweak
18-08-2006, 08:19 AM
toe - Are you going to do a separate high poly model to use as a normal map, or are you going to take this same model and just cut in more edges to make it high poly?

BTW, the model looks great.

defaultalias
18-08-2006, 09:18 AM
man, i can't make up my mind, so i'm back to hell boy, final answer. i wasted so much time, i hope i can finnish:wall:
btw, great job everyone. we have some great concepts this time around. everyone better do justice to them :)

rawk777
18-08-2006, 10:22 AM
frostsnake Good job! Your fast! I'm like at 30% texturing. I don't think I chose an easy one for my first time.. :s

I'm gonna post my wip later.

rawk777
18-08-2006, 12:20 PM
Here is the updated texture.. I also worked on the back, but you'll see it another time. This model have so much surfaces! This is long to texture. I hope I won't have many problems when rigging (I will anyway, I never rigged in 3ds).

rawk777
18-08-2006, 12:28 PM
Here is the map

evil-98
18-08-2006, 12:47 PM
i didnt read anything about only having one entry so :p im just kidding but heres my start on robin. i really wanted to model him for the competition. so ill be working on both robin and batman and who ever is better i will submit at the end. i hope that ok with you guys.

Big Toe: kakashi looks great but ya the hair needs work. take a look at my robin his hair i spent maybe any hour on it alone and its not done, i need to model the back of it. what i did was start with a leaf like object and duplicate it arrange it to match the look i want (scale and transform/push and pull) then strategically weld them together achieving a solid but seperate look. worked out pretty well. i was surprised at my self

funkdelic: i hope you dont mind me going up against you. :)

yes i know im crazy :crazy:

evil-98
18-08-2006, 12:47 PM
another view :smug:

edit:
rawk: good start on the texture, now make it look like metal :lame: and do some serious damage too it

frostsnake
18-08-2006, 04:15 PM
thanks everyone for the nice coments!
evil-I will try to make some kind of enviroment for this guy, not sure yeat wha to make..
I like how your models are comming along, first BAtman was super, and then you just pop out robin as well, amasing!
btw he hair looks good, you wont use opacity maps on that hair?

rawk777-I saw that movie a couple a months ago(again), it is realy a masterpiece!
so is your model, some of the texture need some work, but for 30% done its comming along great!
ED 209 show off!
http://img.photobucket.com/albums/v125/frostsnake/wips/Robo1.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/robo15.jpg
http://img.photobucket.com/albums/v125/frostsnake/wips/robo2.jpg

nurowshandon
18-08-2006, 05:33 PM
I know Im kinda late comming in but I think Im going to try this

usagi yojimbo
http://scoop.diamondgalleries.com/news_images/2390_6429_1.jpg

nurowshandon
18-08-2006, 06:47 PM
hey I got started right away so this is after 1 hour

http://i105.photobucket.com/albums/m233/nurow/YOJIMBOSCREENSHOT.jpg

BiG ToE-3DT
18-08-2006, 06:59 PM
polytweak: I'll make the high poly out of the low poly.

evil-98: I tried that way for the hair, I got the look I wanted, but the poly count was way to high. When I'm down cutting poly's to come under the limit, I will play with the hair, but until then the hair will have to do. Hoping the texture hides any funky parts.

funkdelic
18-08-2006, 07:24 PM
evil-98: ok so . no problem the model is very good, i liked the hair!

well im think im gonna start modeling something else, 2 robins, it would be the same model. imagine if some1 wins =P

well here you are.... The Pumpkin King Mr. Skellignton =P
http://myspace-978.vo.llnwd.net/00024/87/97/24237978_m.jpg
http://gallery.greatestjournal.com/albums/up4/897/809897/jack%20skellington.jpg

from 'the nightmare before christmas'

Animaleante
18-08-2006, 09:22 PM
YEY!!!! JACK!!!!! I wanna see him 3d now!!!!!

evil-98
18-08-2006, 10:28 PM
wow im surpised no one choose him already, sorry if i screwed anything up for you. :hurt:

BiG ToE: ic, well you could have atleast posted a picture to show off or something :lame:

BiG ToE-3DT
18-08-2006, 10:42 PM
evil-98, will you be doing both models, or just one.

evil-98
18-08-2006, 11:05 PM
ill be working one both but will be submitting one at the end, unless i can submit both

BiG ToE-3DT
18-08-2006, 11:31 PM
do both, but submit the one you like the best.

defaultalias
18-08-2006, 11:55 PM
funkdelic- dude, i didn't even think of him. great pick, one of my all time favorites

Cranium
19-08-2006, 12:44 AM
Thanks Animaleante, guess I`m almost finnished. got some wip`s to show?
Cranium he is pritty much finnished, maybe some of the rigging can get better, will see.
"Worlds greatest sword master, Here I come!!!"
Chachingg!!
http://img.photobucket.com/albums/v125/frostsnake/wips/stage26.jpg
That is so cool .. just like him ,only 3dimensional. Is he done allready? maybe you should try putting him in differente themes/positions. :cool: I think you could win if you use all the rest of the time to perfekt him, if possible he is allready well made. Maybe you should try making different textures for him,facial morphing or injured. You chould make a pic collection of different situations his in ,trough out his adventures. :D by the way that picture rocks!

jellis3d
19-08-2006, 01:53 AM
Hey Big Toe. Is this the thread where we post the final renders? Or is there a different thread? And does the contest end at midnight on the 22nd/23rd?

jellis3d
19-08-2006, 02:14 AM
http://img73.imageshack.us/img73/503/uvslaidoutjl9.jpg
http://img143.imageshack.us/img143/5505/uvslaidoutbpr9.jpg
These are some images of EWJ with UVs laid out.

frostsnake
19-08-2006, 02:16 AM
hehe, well thanks cranium
so much that could have been better with this guy at least that I know of now:),dont know if Il make any morps..but I think maybe il put him in an eviroment, and maybe do some more smal details on the texture.

omnicypher
19-08-2006, 03:21 AM
frostsnake: how did you bake the normal maps on your model? and if you made it from a high poly version could you post a pic of it?

Klash120
19-08-2006, 04:35 AM
Earth Worm Jim's looking aweosme :P Can't wait to see it completed :P
Q: I got a texture (.tga / .dds) with an embedded alpha channel. How di I get it to show/render with that channel in Max? Also is there a way to see it with it's alpha in the viewports?

mediocre@best
19-08-2006, 05:00 AM
realized how simple and crudy my original choice was so i though i'd try to model GOD! progress so far:
http://i2.photobucket.com/albums/y40/imonacomputer/GOD-1.jpg

defaultalias
19-08-2006, 07:20 AM
JTHM!!! lol :dance:
good job so far

evil-98
19-08-2006, 07:36 AM
heres an update. robins hair is done and attached to his head. looks great
anyone have a good head unwarping tut? i need some reference.

BiG ToE-3DT
19-08-2006, 08:33 AM
Hey Big Toe. Is this the thread where we post the final renders? Or is there a different thread? And does the contest end at midnight on the 22nd/23rd?


You can post your final images in here, but you don't have to.

But you do have to post them in the final thread. And whatever the due date on the first page is, it's 12 pm gmt, like it says on the first page. So, thats 12 midnight.

leucome
19-08-2006, 09:54 AM
Ok model is almost done.
I will begin to do textures soon.

polytweak
19-08-2006, 10:59 AM
ToE - are you using image planes?

frostsnake
19-08-2006, 01:56 PM
omnicypher- the base mesh was made in max, uw`ed and exported to zbrush, I used 512x512 maps for the model,I think it looked better with 1024x1024.. but rules are rules,
hehe.

but I guess some of the detail on the high poly is better when blurred! :smug:
http://img.photobucket.com/albums/v125/frostsnake/wips/stage27.jpg

evil-98
19-08-2006, 02:16 PM
I used 512x512 maps for the model,I think it looked better with 1024x1024.. but rules are rules


rules state that you can uses 1024x1024 or is this a tricky reverse psychology kinda thing :hurt:

RobRussell
19-08-2006, 05:51 PM
Well since my laptop with max on it decided to blow itself into a fireball Im most likely not gonna finish, I'll re-start the model and give it a go anyways NEVER BUY DELL LAPTOPS

mediocre@best
19-08-2006, 07:40 PM
update:
http://img157.imageshack.us/img157/5672/god2yx6.jpg
please note, god is a fictional character created by Jhonen Vasquez

- FredH -
19-08-2006, 07:41 PM
I have been hearing a lot about these fireball incidents with dell laptops. Damn, I am glad I didn't get one. Hope you backed up your work Rob.

frostsnake --> Not sure what you are talking about. Like Evil said, we are allowed a 1024 sheet for this one. The body is looking really good thus far, but the pants seem to be a little messy. I think this is caused by the inconsistent and bumpy brush stroke. Folds generally fade off into a smooth surface, but you have em start and stop in a bumpy fashion. Perhaps if you tried to smooth out certain areas, this would help. And don't be afraid to use the move tool in zbrush to overlap some of the folds... especially around the ****** area. Besides this, the skin modeling for his body is great man! Can't wait to see this one finished.

BiG ToE-3DT
19-08-2006, 09:29 PM
I used 512x512 maps for the model,I think it looked better with 1024x1024.. but rules are rules,
hehe.

but I guess some of the detail on the high poly is better when blurred! :smug:
[/IMG]


If you attched the swords to the main mesh, and everything registered as one object, you could unwrap everything to one 1024 sheet. Then detach the swords later. They will keep there texture info.

But you already did your unwrap, and even though we have 2 more weeks, you most likly don't want to unwrap him again.



polytweak: yes, I used image planes for the head and most of the body. Some parts I had to make up. Watched a few episodes on the TV to fill in areas the pictures left out.

AbaDome
19-08-2006, 09:52 PM
Ok, heres a little update.
added the belt
Cleaned up a bit of those details of from abs and added some more around legs, arms and head to remove boxines.
the edges still look quite boxy but gotta if i figure out something.
tri count is total 3016 atm so gotta do some more cleaning.

BiG ToE-3DT
19-08-2006, 10:10 PM
AbaDome: when will you work on the feet. At the moment they look starnge, might just be that theyare too small. But they also have a starnge shape. You should take a look at your feet, and try to match it in shape.

Manni
19-08-2006, 10:42 PM
hi,

a bit late for a new entry, but i've got some free days to finish the model. I've chosen my ultimate star, brain. open for crits as always.
manni

allanlee
19-08-2006, 11:04 PM
Ok so im all done the modeling and have started the uving heres an image. Any suggestion from any one is appreciated.

freedie
19-08-2006, 11:48 PM
ok here i am again a started one more char. Right now i doing the predator and witch doctor from warcraft here some preview of it.... i welcome any criticts...if u post me some good mapping tricks becouse modeling of char take me half day and mapping 2 and half day and my head gonna :wall:
so whatever tommorow i going texturing :dance:
ps:sry for my english

Spartan-117
20-08-2006, 02:40 AM
Jumping on the wagon a bit late here but with any luck i'll get it done.

I'm modelling Guts from the berserk series but i'm a bit stuck though. I want to add a separate item to the charater like armour, so i create a new box and group the items together. The thing is it 3dmax wont allow me to convert the model back to a editable polly after grouping :wall:

please help :wall:
heres what i got so far.

BiG ToE-3DT
20-08-2006, 02:47 AM
Jumping on the wagon a bit late here but with any luck i'll get it done.

I'm modelling Guts from the berserk series but i'm a bit stuck though. I want to add a separate item to the charater like armour, so i create a new box and group the items together. The thing is it 3dmax wont allow me to convert the model back to a editable polly after grouping :wall:

please help :wall:
heres what i got so far.


First, toss out that mesh smooth you got. That will put your poly count threw the roof.

Now on to the armour, create it however you want to, but don't group it with anything, instead use the attach option in the editable poly mode.

Spartan-117
20-08-2006, 03:02 AM
holly s**t it worked, thanks big toe i spent the past 2 hours fiddling with this pulling my hair out :)

mashinboo
20-08-2006, 03:09 AM
Arrrgg im runnin out of time and evrythin looks so awesome w2g evryone :O)

BiG ToE-3DT
20-08-2006, 03:24 AM
Spartan-117: good to hear.

mashinboo: get busy. No more TV for you.

ThatDon
20-08-2006, 03:24 AM
modeling is basically done, don't have time for normal mapping so on to unwrapping, I'm at 2934 Tri's, So I have some extra to model a gun holster and maybe more detail in the face.

http://img.photobucket.com/albums/v245/JohnyKnoxville/PreUnwrap.jpg

BiG ToE-3DT
20-08-2006, 03:26 AM
you should always unwrap your model before you normal map, if your using Max. But your not normal mapping, so it doen't matter.

Spartan-117
20-08-2006, 03:47 AM
Still got to learn mapping. feelling of time pushing down on me :ugh:

just incase no ones ever seen guts, here he is

ThatDon
20-08-2006, 04:13 AM
I'm actually using maya 8 and thanks for the heads up.

augman
20-08-2006, 04:47 AM
I haven't updated in awhile, so although the texture's pretty incomplete, here's where my character stands as of now.

http://img.waffleimages.com/img/2525f94483027677ca90fc685d06cf924a998dc6/wip 5.jpg

Ugh, I had a lot of trouble texturing the skin. It took me a few tries to get it the way I wanted. Then I discovered baking textures and that made the whole process a lot easier and I think it looks better too.

http://img228.imageshack.us/img228/5697/texturepreviewbx2.jpg (http://imageshack.us)

All the gray areas are just the default shadow map (and therefore, I haven't put a true texture on those parts).

I'm getting a problem though, and hopefully, someone can help me out. In this part of the face, some of the polys are faceted. I've set the smoothing groups for the whole face as #1. Nonetheless, this happens. Does anybody have a clue of what's going on?

http://img87.imageshack.us/img87/2476/problemvc9.jpg (http://imageshack.us)

BiG ToE-3DT
20-08-2006, 04:53 AM
did you un knowingly bevel those edges. That would give that hard line. Try zooming in alot, then try collapsing the vert. Highlight that vert, make sure ignore backfacing is on, then just collapse, if there is more than one vert there, it will be sent on vacation.

BiG ToE-3DT
20-08-2006, 04:56 AM
ok, here is the final low poly version. Cut it down to 3000.

augman
20-08-2006, 05:11 AM
Nope, that didn't do it. I tried collapsing the verts, welding with a low threshold, everything on that territory. I even deleted the polys and re-created them. That didn't work either.

EDIT: Oh, and I just noticed this, but it's spelled "Entries", not "Entry's". I'm a grammar Nazi, sorry.

YdoUwant2know
20-08-2006, 10:19 AM
Greetings!!

I have to say it took a LONG time to get all caught up with this thread, but everything is looking great.

BiG ToE: looking wonderful. The hair has gotten a lot better.

Spartan-117: I am a big fan of berserk, and look forward to seeing how it comes out.

Frostsnake: right now your model has more detail than I have ever seen in the TV show.

I know that time is almost up, but I have seeing what you all have done, I think I’ll be throwing my hat in and giving it a go. I doubt I’ll win but hay, it sure as heck will be fun.

Here is my choice:

ThatDon
20-08-2006, 10:25 AM
Nice choice, our models will rock, Vincent and Seph :) I'm on to normal mapping as we speak.

YdoUwant2know
20-08-2006, 12:23 PM
so far so good...

i have most of the body modeled, and a face. i still need hair and his sword. but i may have to chop some tri's before i get that far. sorry no wip's right now, i just shutdown my "work" computer.

i should have some up in the moring... it should be fun to see how they turn out.

ThatDon
20-08-2006, 01:01 PM
another wip

http://smg.photobucket.com/albums/v245/JohnyKnoxville/Vincent3000.jpg

I'm officially done modeling the base. I'm at 3000 tri's including the gun. Pretty crazy. Any comments are more than welcome.

AbaDome
20-08-2006, 01:03 PM
BiG ToE-3DT thanks for the reminder, almost forgot about the feet :)
the feets size should be ok, the angle of the camera only seems to make them look too small.
ive adjust those feet a bit now... i dont know, maybe their better now.

i got little less than 500 tris left to use so maybe i'll start shaping the cape for the spawn soon

ThatDon
20-08-2006, 01:11 PM
Looking great man, I ended up using 393 Tri's on my cape. so have fun.

BiG ToE-3DT
20-08-2006, 07:41 PM
AbaDome: if you end up needing more poly's (polies), you have a few in the calf area. No need to have 3 loops going around, if there is no shape change.

frostsnake
20-08-2006, 07:53 PM
thanks for all the nice comments everyone, and if anyone wondere.. I used 512x512 for each model,3swords and model of zoro.

Bigtoe- could have done what you said, and might have gotten a better result, i dont know... Anyway Your model is looking to good!, and nice polycount:haha:

- FredH -
I totaly agree with the pants thing, just couldt get them right :cry: ,but I might try some more..Hope your model is coming along nice!

YdoUwant2know-
Thanks , and good choice -Sephiroth is a cool guy:dance:

AbaDome- I agree with big toe, maybe you can try putting them around the knee to get better deformation when animated.

and to everyone else great progress and work!

YdoUwant2know
20-08-2006, 10:02 PM
Well here they are, as promised. I still have to redraw the head, I’m not happy with it so that is why it was omitted. Still this is what I have for him right now. I just hope I can do him justice. After all this is freaking sephiroth.

Let me know what you think.

(In the poly count, only the ‘Selected Objects’ is accurate, for what is shown. Hidden objects and what not…)

YdoUwant2know
20-08-2006, 10:26 PM
more WIP's

ThatDon
20-08-2006, 10:46 PM
:( no feedback for me

frostsnake
20-08-2006, 11:32 PM
ThatDon- Jo, ofcourse! great choice btw.
model look ok, just some minor things that you could adjust if you like,
the pants/feet wont animate so well, sice the polies around the knee are all angeled an asymmetrical from the other . And seems like the cape is going into his arm, might be intentional.
I like how you did his metal hand , looks cool!

ThatDon
20-08-2006, 11:37 PM
Thanks snake, I'm going to work on that right now. Do you have msn or aim by chance?

BiG ToE-3DT
20-08-2006, 11:46 PM
Sorry to get off Topic, but, if everyone could find a spare 5 minutes and hop over to the speed animation challenge, take a look at the animations that were just posted, then vote, please.

We sorta of a tie going on and unless we get more votes we will have to settle it with rock, paper, scissors.

Spartan-117
21-08-2006, 12:56 AM
Question?

I was modelling in editable poly and had 1044 polys (loads left to play with) . i had to convert the model to editable mesh to weld a few things as poly wouldnt let me and i noticed that the poly counter doubled in size to 2088 (not even 1000 left).

the question is which poly count is right? when its a editable mesh or poly.

Inpw
21-08-2006, 01:47 AM
Think I'm done with mr. Sparrow modeling. There are 2609 tris. So, may be I'll add later some kind of weapon or his famous compass.

omnicypher
21-08-2006, 01:50 AM
spartan-117: if you click on the utilities tab, click on the more button, and choose polygon counter you can find out how many triangles are in the selected object and how many are in the scene. if you do it this way it doesnt matter if your using an editable mesh or an editable poly. good luck modelling :)

Spartan-117
21-08-2006, 02:06 AM
thanks but i am using poly counter and when i convert the count goes up. strange!

Perversonality
21-08-2006, 03:25 AM
If you are using an older version of Max then it will show polys, not triangles by default. The editable mesh figure is the correct one.

Edit: Just checked your screenshot and it's definitely an older version that shows polys unless you colapse to an editable mesh.

BiG ToE-3DT
21-08-2006, 03:42 AM
the question is which poly count is right? when its a editable mesh or poly.


Sounds to me like you had the poly option checked in the counter instead of tris, so when you switched over to edit mesh(wich only use's tris) the counter counted the tris automatically.

If you switch back to edit poly, make sure the tri option is checked in the counter.

If that is confusing, take a look at other peoples images, they have the poly counter on screen with the tris option selected.

leucome
21-08-2006, 04:19 AM
Texture is almost done...
I have some spare triangles, i think, i will try to do something ...

DerekSc
21-08-2006, 04:28 AM
Think I'm done with mr. Sparrow modeling. There are 2609 tris. So, may be I'll add later some kind of weapon or his famous compass.

You might want to add some around his shoulders, knees, hips, and elbows (the places that bend a lot). Just looking at the shoulder right now, you're going to get a nasty straight edge shoulder when you drop his arm down to his side. Around the knee you'll want a few extra so his knee cap doesn't collapse inward as well.

leucome
21-08-2006, 04:46 AM
I could add some to shoulder too ... And maybe to the hair.
What do you think?

leucome
21-08-2006, 05:12 AM
If someone is interested this is a movie i have done to test my rig.
Test5.mov (http://leucome.no-ip.info/files/test5.mov)

gra7
21-08-2006, 05:52 AM
hey guys.. awsomes projects here.. im changing my

now im going to do the spiderman.. =)


here is my progress

DerekSc
21-08-2006, 05:56 AM
Looking good leucome!
I think the poly count on the hair is ok if you put more lines in the texture for it. The only areas I would take a look at is the elbows (the arms deform a little funny when they bend), and the legs/skirt. It may not even be a poly count issue so much as a weighting issue, especially for the skirt so the leg doesn't come through at the hip or knee. Hard to tell about the shoulders since she has her arms up most of the time. Do you have a wire we can see?
Keep up the great work!

funkdelic
21-08-2006, 05:57 AM
the amazing gra7 man.. hehe very good so far... keep with the updates....!

ThatDon
21-08-2006, 06:20 AM
Decided to have some fun with the proportions.
http://www.xeondesign.net/don/VincentCRAZXY.jpg

What you guys think

polytweak
21-08-2006, 07:04 AM
Looks really good gra7! :) I want to model spidey myself, but I think I'm going to do him high-poly.

leucome
21-08-2006, 07:18 AM
Adjust weight on skirt and legs is not really easy.
Ok this is my last wire frame... I have already done some change to get beter redult with my rig ...


http://news.leucome.ca/files/belldandy_wire_02.jpg


we can see the legs under the skirt ...

http://news.leucome.ca/files/belldandy_wire_03.jpg

DerekSc
21-08-2006, 07:34 AM
That looks pretty good leucome! If you have the polys to spare, then a few more on the shoulder would be ok. Particularly where the blue and white parts overlap so they won't push through each other.

gra7
21-08-2006, 08:07 AM
awsome...

here is the normal map.

evil-98
21-08-2006, 08:40 AM
hey guys.. awsomes projects here.. im changing my
now im going to do the spiderman.. =)
here is my progress

very nice keep it up. looks like he put on some weight

funkdelic
21-08-2006, 09:33 AM
hey guys... got a question...

for the textures... i can have a bump map with 1024 1024, a normalmap 1024 1024, diffuse 1024 1024

thats it?
one map for each kind of texture with 1024 1024 right?

evil-98
21-08-2006, 10:39 AM
yup

YdoUwant2know
21-08-2006, 11:44 AM
Greetings,

Here is the next installment:

I finished the face and hair. In fact, all I have to do is figure out how to attach the lower part of his coat and I am set with the low poly part. Sitting just blow the tri count, and I still have a few places I can pull from if needs be.

Let me know what you think...

YdoUwant2know
21-08-2006, 11:46 AM
More WIP:

darkyien
21-08-2006, 01:20 PM
Captain, Jack Sparrow ^^!
This comp's theme was so great I thought I would join, but I'm unfortunately busy at my office....

Mike_inel
21-08-2006, 02:05 PM
@BigToe: Ah... Ok... Here's one...
http://img216.imageshack.us/img216/7862/shot01nf4.jpg

Man! There are so many pros in this comp!

evil-98
21-08-2006, 02:38 PM
^^ that looks great!! what is it? :p

"must finish batman & robin!, (crawls to bed)"

Mike_inel
21-08-2006, 03:19 PM
@evil-98: Umm.... If you're referring to my work, just a girl with a tootoo... (heheh)
Btw, i'm turning 18 this week (i'm not gonna tell the date), i'm gonna be legal!!! (... what's so exciting about being legal anyway...?) oh, well, back to modelling! Weeeee!

Mike_inel
21-08-2006, 03:32 PM
I kinda need help in 3dsmax 8...
How do I bake normal maps without seeing the obvious texture seems that creates edges in the model? It took me for about 2 weeks just to figure out the normal map baking and yet still i'm with the darn bugs...

gra7
21-08-2006, 06:47 PM
hi guys.. texture up!

just use difuse and normal map..

scanline render.
2586 triangles.

just need to skin the model to finish ti..

hope u like it!
cya!

BiG ToE-3DT
21-08-2006, 06:50 PM
YdoUwant2know: your going to need more geometry in the elbows, if you plan on bending them, the cape will need more too, if it is going to flow as the legs move, last the folds around the knee area will be a pain to weight, when its time to rig and pose.

Mike_inel: it find myself adjusting the uv's when the normal map gives me crazy seems. Just pull the uv in some, which pushes the normal out. In the end it should take care of the problem.

- FredH -
21-08-2006, 08:10 PM
Mike_inel --> when you create the normal map, be sure not to split the model in exactly half and then render it. You have to leave a bit of an overlap in the model in order to make the seems less aparent. But for the face, I would suggest you don't cut it in half. Personally, I haven't had any success in getting the face to look ok with a seem down the middle. Otherwise, your model is looking really good man! Glad to see you entering this one!

YdoUwant2know
21-08-2006, 09:06 PM
Big Toe: thanks for the input. I’ll have to slash a few polys first but I’ll get right on it. I already have a few I know I can cut. As for the cape, I’m thinking I may just rig that separate form the rest of the model to give me more animation flexibility. But you’re right about the knees; they are a pain to rig…

Gra7: spidy is looking great. Great addition to the competition.

- FredH - : It’s been a while since the last WIP. How are things going? I took a look at your homepage and I am really looking forward to what you can come up with. So come on let us all see how hard we are going to have to work to beat you! :smug:

Lastly, Mike brings up a good point, just how may people in this competition are pro’s :???:

polytweak
21-08-2006, 10:35 PM
Spidey looks great. Keep going everyone!

simple_minded
21-08-2006, 10:36 PM
Define "Pro's"?

BiG ToE-3DT
21-08-2006, 11:11 PM
The word Pro is hard to define, but most would think a person that gets paid, or was paid to do such work, would be considered a "pro". But just because someone pays you, doesn't mean your good at what it is your getting paid to do.

Either way, I need to start unwrapping, so that I can get these normals over and done with.

- FredH -
21-08-2006, 11:34 PM
Pro's = Anyone who won a contest on the net in the past hahaha

YdoUwant2know --> Ok ok ok, I'll show something later tonight/tomorrow morning. I have been kind of lazy, but, I am almost done with the high poly model:)

_FreD_

YdoUwant2know
22-08-2006, 01:44 AM
Define "Pro's"?
Pro’s common slang for: professional



pro•fes•sion•al

n.

1.A person following a profession, especially a learned profession.
2.One who earns a living in a given or implied occupation: hired a professional to decorate the house.
3.A skilled practitioner; an expert. :smug:

simple_minded
22-08-2006, 03:02 AM
O, Ok........ I'm sorta a pro then....... I haven't won a contest...... I do get paid........ Um? Don't know if I'm good at it though...... expert? um? dunno..... don't think so....... ANYWHO!!!!



So yeah.... time ran out on the other challenge...... So, back to Harley Quinn, I messed with some morph targets, and rigged a little......

Here are the targets.......


http://img183.imageshack.us/img183/1841/harleyfacesle1.jpg



!BAMF!


Thanks Again!


!BAMF!

.......the end

!BAMF!

BiG ToE-3DT
22-08-2006, 03:08 AM
So yeah.... time ran out on the other challenge...... So, back to Harley Quinn, I messed with some morph targets, and rigged a little......




you might want to take another look at the dead line, it was changed to the 28th. Isn't that right FredH.

simple_minded
22-08-2006, 03:23 AM
Thats either music to my ears or......... not....... 3 characters..... one week! O! MY!


!BAMF!

THANKS Big Toe!

!BAMF!

omnicypher
22-08-2006, 03:59 AM
does anyone know where i can get a few good tutorials on baking normals in 3ds max7?

evil-98
22-08-2006, 04:32 AM
this tutorial from Ben Mathis is pretty good http://www.poopinmymouth.com/tutorial/normal_workflow.htm

Seraphsys
22-08-2006, 05:00 AM
In the competition description it says that a texture and normal maps can be used, is the normal map manditory, cos whilst ive used them heaps in making game characters. I dont believe that fry could put one to any sort of use. And is it 1024X1024 for each texture, or a total of 1024x1024.
eg 512x512 -bump, spec, diffuse, norm.
or
1024x1024 -bump, spec, diffuse, norm.

:) Thankyou guys. Ill be rigging fry up today so I hope to post some poses by tonight.

gra7
22-08-2006, 05:09 AM
hi guys.. here is some kind of pose and composition for one of the final images

hope u like it!

cya!

Zcubed
22-08-2006, 07:38 AM
Hey, lots of good entries in this one! I thought that the topic was a bit vague at first, but I actually like seeing all your takes on recognizable characters. I guess it's a bit late to join now; I'll sit this one out and join the next one. :)

Keep up the good work, all.

- FredH -
22-08-2006, 07:39 AM
simple_minded --> If you haven't won a comp, but you get paid, then you are a semi-pro hehe

Big Toe --> Yup, that's right:) The deadline has been extended for that comp (I'm not talking about 3dtotal. This is about another site). It will give artists some time to really polish their work.

gra7 --> The pose you have now would work really well if you have other poses that show off the rest of his body. Otherwise, he is really looking good man! I only hope that in the final renders, his suit will not be as glossy as it is now.

gra7
22-08-2006, 07:46 AM
hey fredH.. thx man.. its just a test.. i will try to get something better if i have more free time..
thx for the reply!

cya!

defaultalias
22-08-2006, 08:01 AM
i'm confused on the deadlines, when are they?
oh, and did anyone take the chesire cat? i haven't started helboy yet and i need something thats simple.

defaultalias
22-08-2006, 09:58 AM
never mind, maybe next time. i'm out

Inpw
22-08-2006, 10:23 AM
But I'm still confused. What is the deadline date?

BiG ToE-3DT
22-08-2006, 10:29 AM
DUE DATE: September 2nd: a Saturday, 4 weeks and a few days from today!



there ya go.

rawk777
22-08-2006, 11:38 AM
evil98 : Thanks for the advice! Maybe I'll do some more damage to it.. do you think its better this way?

Really nice models, They're going to kick ass! Nice cartoon look

frostsnake : Thanks for the comment :). Awesome normal map! is it really 512?? Anyway.. its looking great :)

Big ToE : nice model :) . Thanks for reposting the end date, I was getting confused too :p

ThatDon : looks better this way (with the thing on the neck-face)

leucome : seems to go pretty well ! texture and model are cool ! The wings texture could be more precise

gra7 : nice normal map, you're right : awesome :) I need to try normal map sometime, nice mapping too, but I don't think these are the right colors (the blue looks purple..)

simple_minded : wow, working fast! Even did facials ! // Where do you work at?

___________________
Ok, so here are the progresses of ED-209. I worked more on the diffuse map, and work some hours on the bump map. I should post another render where we see more clearly the bump map, this lighting setup doesn't give justice to it.

rawk777
22-08-2006, 11:43 AM
Exagerated Bumpmap, default lightning

omnicypher
22-08-2006, 12:36 PM
im just wondering, is it a good idea to make high poly models with 3ds max or is it easier to make them with zbrush or xsi?

n3Xus
22-08-2006, 01:05 PM
i think that organic stuff is easyer done in zbrush, while robots and stuff would be easyer done (at least for me) in max

Perversonality
22-08-2006, 01:50 PM
Agreed - hard edges can be a pain in the butt in ZB, though it is possible. ZB has an interesting learning curve, but is very powerful when you get to grips with the brush sensitivities and so on.

Looks like I won't be entering now as I've bought a house and need to do some decorating, but it's a bank holiday weekend this weekend, so it might be possible for me to do another rush job, like the last contest... One of these days I will enter properly, rather than just doing a weekend model!

simple_minded
22-08-2006, 05:44 PM
FredH- Yeah....... Maybe I'll be a big boy 3dartist/ pro.......... One day..... :dunno:



.......... bamf ..........

monkeyboygarth
22-08-2006, 06:04 PM
Hi

Just an update on my model thus far. Here's the model with flat colours laid out.

Noob question...How do I get a nice wireframe render?

He has 2520 tris - I'm going to start unwrapping etc tomorrow.

Cheers!

leonardo_wip.jpg

- FredH -
22-08-2006, 08:19 PM
ok, here's a w.i.p shot. Still have a bit of tweaking to do, but I will create the low poly character first. If the render looks strange, it's because I used the default lighting, so there are no shadows :dunno:

http://www.artbyfh.com/artwork/game_characters/2006_underworld/wips/02.jpg

Rawk777 --> I think what is missing are the lines/seams that make up the plates for his armor. Right now, everything looks like one single piece. Aside from that, don't go too crazy with the bump map only. If you want to make him look damage, you would need to mess up the mesh too. Dents and missing pieces would help this look immensly. Otherwise, nice job! Keep em coming!

_FreD_

ThatDon
22-08-2006, 08:52 PM
awesome job man, but the face needs more work, as in it doesn't resemble the actress very acuratly. REALLY NICE JOB ON THE NORMALS

evil-98
22-08-2006, 10:12 PM
looks very nice _Fredh_

im having trouble with max right now, and the lack of interest at the moment is holding me back...

omnicypher
22-08-2006, 10:52 PM
i wanted to try to make a normal map out of a high poly but i dont have any software besides 3dsmax and photoshop. i used a turbo smooth modifier and collapsed the stack and started cutting in and moving verticies but its really hard to make folds in clothes. i was wondering if anyone could give me a few tips on how to do it or even if its worth the trouble.or if someone could point me twards a good cloth tutorial i would appriciate it. this is what the high poly looks like so far:

BiG ToE-3DT
22-08-2006, 11:01 PM
Omni, if you have max 7 or 8, you can use the paint deformer. It's located in the editable poly mode, all the way at the end of the list.

simple_minded
22-08-2006, 11:22 PM
omnicypher, can we see your wireframe, low and hi rez?


!BAMF!

Inpw
23-08-2006, 12:40 AM
- FredH - Awesome work! Can't wait to see final version.

Small question: I have symmetrical model and add some edges in one part (hand in my case). If there is any method to mirror this edges (and only edges) to another part of model? I'm use MAX 8

BiG ToE-3DT
23-08-2006, 01:25 AM
if your using the symmetry modifier, it will copy what you do to one side, to the other side automatically.

Inpw
23-08-2006, 01:48 AM
BiG ToE-3DT Big thanks, it works

nurowshandon
23-08-2006, 03:06 AM
Hey everyone I know Im running behind but with school and work my times a little limited. Any ways Im at 2444 tri's and was wondering if anyone sees a place where I could use some more.

http://www.deviantart.com/deviation/38489788/?q=usagi+yojimbo+3d

BiG ToE-3DT
23-08-2006, 05:14 AM
started work on the high poly

omnicypher
23-08-2006, 09:11 AM
simple minded: heres my wires for the low and high poly. maybe someone can tell me what im doing wrong.the high poly is going to have another turbosmooth modifier attatched to it.im not really sure how to use the paint deformer yet but i havent really messed with it much. do you think it needs to be higher poly? and should i cut in places that i want to make creases or should i just have it at a high enough resolution to use the verticies that are there already?i never really made a high poly model before and the low poly version uses almost twice as many polys as anything i ever made before.hopefully ill get better with each competition i join in.

YdoUwant2know
23-08-2006, 10:19 AM
Hey everyone I know Im running behind but with school and work my times a little limited. Any ways Im at 2444 tri's and was wondering if anyone sees a place where I could use some more.[/IMG]

if you have extra put some on, or near, the joints.

knees, elbow, ect... this will help with rigging.

- FredH -
23-08-2006, 10:38 AM
Here she is after some tweaking on the face:) Once the hair is in, perhaps this will make her look more like the character.

http://www.artbyfh.com/artwork/game_characters/2006_underworld/wips/03.jpg

_FreD_

rawk777
23-08-2006, 01:16 PM
FredH : Thanks for the advice :)

______
Update on the texture, yeah, again .. :p . I put some shadows on the diffuse map. I still need to add details, but I'm glad, its better than it was. I done all the texturing in photoshop with a mouse. I will buy a wacom when I get my pay (I'll only be able to buy the cheapest graphire one, but I think I'm better to have the cheapest one than a mouse, is it a good idea?).

One more thing, I put-out the self-illumination on the render, put the bump to 100%, but kept my lighting setup (something like 20 target spot around the model with mental ray shadow map).

frostsnake
23-08-2006, 04:07 PM
rawk777- that looks much better, keep it up!
FredH- I just want to say that your stuff looks great, can I ask what software you use and how your workflow is?
bigtoe- looking nice, your doing the high poly in max?

7Losses
23-08-2006, 05:20 PM
Hey all first time poster :-)

I usually use 3d max but am on holidays at the moment but still wanted to enter this competition. So I thought it would be a good opportunity to teach myself blender.

I am struggling with the interface and still have to learn rigging and unwrapping. (I also intend to try The gimp for texturing.)
So if anyone could help me on those fronts I would appreciate it.
I doubt I will be done in (how much time is left?) time but I will submit what I have got as a first try at blender.

Anyway, I am trying to make the granddaddy of all Final fantasy Characters "Cait Sith"

simple_minded
23-08-2006, 05:40 PM
Ommicypher--> I think one problem you maybe having is turbo smoothing a low poly model. Some people think just because you meshsmooth or turbosmooth a low poly model it makes it a high poly model..... you need geometry to suport your details...... Look at your sleaves..... The low poly shows me a clear devision between a hand and a sleave..... Like there is an arm under the sleave...... Your high poly doesn't show that.... As far as the wrinkles go, looks like your going in the right direction, look at his clothing and others like it, if your doing this all in max, you prolly need to make things a bit more extreme to get the results your looking for.... Heres something that will maybe help you.... This is by no means the way but its my way, I'm sure theres prolly a better one out there.....



http://img183.imageshack.us/img183/3895/meshstuffyx9.jpg


The top of the dress is ment to look as if is wrapped around her..... and more baggy.......

Use your low poly as a starting point for the high, make additons and cuts where you need them then smooth to see the results..... Turn off the smooth and and tweak...... Wrinkles in my opinion, live on the flow of your mesh, it can make or break the sell........ Hope this makes sense......

Also theres a tutorial in the lightwave section by my friend Angel Nieves on this subject...... Its a lightwave tut but it should go across the board........



?BAMF?

Good luck!

!BAMF!

Kalango
23-08-2006, 06:48 PM
Damm you fredh....cool model, nice head, and the normal map looks to be well done man, nice...

Mesciurius
23-08-2006, 07:30 PM
7Losses- i also use blender and gimp.
For poly modelling i found that i obtsain a betteer workflow if i use Wings 3D and export the mesh in blender as an obj file for materials and rendering.
This the link http://www.wings3d.com/
Links for blender tutorials:
http://www.raivestudios.com/tutorials.php?cat=Blender%203D
http://www.pixel2life.com/tutorials/blender_3d/

Brazucka
23-08-2006, 11:11 PM
Just a little doubt... Why the high poly, isn´t this a low poly contest?

frostsnake
23-08-2006, 11:13 PM
thats for the normal maps! BRazucka-

Brazucka
23-08-2006, 11:24 PM
Hmmm.... I got it. By the way, I didn´t
know this technique. Thank you!

:o

lucashug
23-08-2006, 11:53 PM
hi,
this is the begin of my work...
i hope i will have the time to finish it.
good luck for all...

funkdelic
23-08-2006, 11:54 PM
hey guys, quick post here ...

here wot I got so far... hope you enjoy.. feel free to critc...

cya

http://i26.photobucket.com/albums/c149/raffael1231/iviewcapture_date_23_08_2006_time_1.jpg
http://i26.photobucket.com/albums/c149/raffael1231/iviewsadaacapturea7_06.jpg
http://i26.photobucket.com/albums/c149/raffael1231/iviewcapture_date_23_08_2006_tim-1.jpg

Cranium
24-08-2006, 01:20 AM
funkdelic he is looking good. a little crit maybe his arms,neck and feet should have been a bit thicker , and maybe his fingers.

lucashug nice work ,I really like the composition of the low ,high and low+ normal map wip`s. you can really see the how grate normal maps really are.

frostsnake how is that environment coming out?

lucashug
24-08-2006, 01:53 AM
thank you cranium

gra7
24-08-2006, 06:27 AM
hey man ! ure doing gr8!
wanna c it finished and posed!

awsome!
c ya!

Kalango
24-08-2006, 06:44 AM
Yup breaz normal maps are alowed in this comp, lucas great job man! nice bender hehe i realy like this character, and simple_minded...the cloth looks cool but you could improve the lower area...nice every one nice models!

jellis3d
24-08-2006, 07:53 AM
Hey FredH you got some nice stuff on your website man. You use zbrush? If so, do you use Zmapper? I've been looking for some good setting to get the best output. Also, do you use max or Maya?

To everyone else, there is a lot of sweet work on this thread. I hope that everyone who is still in it finishes. Including me! I just finished my normal maps for Earthworm Jim and will have some pictures up soon.

BiG ToE-3DT
24-08-2006, 07:54 AM
more high poly.

gaetan
24-08-2006, 02:08 PM
fast scketch without reference for a version of peter pan

Manni
24-08-2006, 06:53 PM
a pity i moved to a new flat and don't have internet access there yet, so it's always just some minutes at work to post. I've finished with the modeling part for brain, texturing shouldn't be too hard and i'm afraid i can't get many points there, but i'll finish him anyway.

keep up the good work everyone
i'll have internet on wednesday, and it will be more feedback for your work than

manni

BiG ToE-3DT
24-08-2006, 08:32 PM
scketch without reference for a version of peter pan


you need to get a reference, the whole point of this comp was to try and make a model that looked like the real thing.

It's not hard, all you need is a front view of Peter and a side view.

freedie
24-08-2006, 08:41 PM
Hello everyone, very nice works here i post some update of texture of witch doctor.
ps: plz how to make a normal map on my char?In ZBrush?and how to put the high rez to low? THX

BiG ToE-3DT
24-08-2006, 08:46 PM
Freedie, your texture is off to a good start. But you need more poly's in both the elbows and knees if you want them to bend right.

Bizob
24-08-2006, 10:43 PM
Here's a texture update. It's been a while, I know.

http://www.artofbizob.com/BizobImages/FB_Wip_4.jpg

Brazucka
25-08-2006, 03:08 AM
Very nice your model, Bizob.
I liked a lot. Congratulations.

:dance:

Gabriel_Novaes
25-08-2006, 06:20 AM
im late... posting a wip of dungeon master... hope everyone knows him...
please, any coments are welcome :smug:

mashinboo
25-08-2006, 06:41 AM
the dungeon master looks really good nice work on the face looks alot like him and i know tht old show is alil hard to find some references for lol

BiG ToE-3DT
25-08-2006, 09:21 AM
finally got my mesh unwrapped. Little over a week to texture and rigg and pose.

monkeyboygarth
25-08-2006, 10:30 AM
Hi guys

I'm trying to install the 'TurboUnwrap' tool by Chuggnut (for Max). I've put all the files in the right places, but I can't figure out how to launch the tool within max. Can anyone help?

I've installed 'Uv help' before, and I put that into the quad menu by going into Customise UI.

I thought this one might work the same way but I can't work it out.

Please help me....

rawk777
25-08-2006, 12:43 PM
I guess I'm almost done with texturing, but I'm supposed to receive my wacom monday :p. Do you see something wrong or something to improve??

rawk777
25-08-2006, 12:44 PM
Here is a view from the back !!

RobRussell
25-08-2006, 03:40 PM
rawk777 that is a lovely job on the texture, every new shot of ED 209 seems to just get heaps better.

mediocre@best
25-08-2006, 04:46 PM
got a bunch of stuff stacking up now so iwon't likely be able to finish... what i did get of it:
http://img237.imageshack.us/img237/569/god3zr8.jpg
the dull texture:
http://img237.imageshack.us/img237/9855/godtextax6.jpg

BlindM
25-08-2006, 07:12 PM
Took me some time but I finished the model, unwrapped, riged and fully textured it...

The final tricount is 2298

BlindM
25-08-2006, 07:16 PM
Here's the textured model

Nothing special just 2 diffuse map, an 512*512 for the head and a 768*768 for the body...

BlindM
25-08-2006, 07:23 PM
And here are the texrues (half the normal size) for those who want to see more...

BiG ToE-3DT
25-08-2006, 09:15 PM
BlindM: texture space should be multiples of two: 128, 256, 512, 1024.

Not 768. So you might want to change that.