View Full Version : Low Polly Comp #9 (Angel) *nudity*
Hellhammer
23-09-2006, 07:37 AM
Done with the hands now. Ill continue with the hair and then the wings. If after that i can spare more tris ill refine the skirt. For some reason this thing isnt let me host my image anywhere, so ill give it a try tomorrow, hopefully with another update :).
Vic: thats looking nice, mind showing us a wireframe and your uv layout? It looks pretty seamless, and i always have trouble with those damn seams :( (any tips on making seamless textures for this girl?
bb0x: Im sorry to hear that man, that model had a nice start. I hope your pc gets fixed.
Neto: Very unusual thing, and very cool! I want to learn zbrush XD!! (yeah go to zbrush central and all that lol, just need a bit of time...). It reminds me of evangelion, for the type of approach towards angels appearance hehehe, i love that anime. Those guys surely are crazy :shy: !.
Yokunaru: Im not very good at texturing either, but with practice ill get there hehe. I wont even try normal maps at all before getting a strong base on difuse or ill be very very frustrated :hurt:. It seems like you stuck a wing photo on your model, i think its better to try to paint it yourself. After all your model has a unique layout that no photo will be able to fit without looking weird or stretched :dunno:
dimitris: I think you should pay close attention to your armpit area, it could cause tons of problems when bending. Also the hands look unusually small for such a muscular guy. Personally i picture him with big Hulk-Like hands (maybe not so huge lol but you get the idea).
Sanabriamusic: thats creepy! It surely is a cool idea, bot it freaks me for some reason lol. You might be new at this, but you surely learn fast :) thats a cool thing that i wish i had XD!
Plis: Wonderful. Nothing else to add.
Ill be back tomorrow with a new attempt to upload...
PAPABEAR
23-09-2006, 02:26 PM
hi guys! here is the update on my angel. I change the wing, to be much more robotic.
http://i74.photobucket.com/albums/i251/papabearAKO/angel.jpg
mika-chai
23-09-2006, 05:09 PM
Argggg I must finish what am I started !!!
continue update model
http://i58.photobucket.com/albums/g270/mika-chai/3d/AngleWip002.jpg
this texture I use head texture to body model, and I didn't unwrap UV Texture for body . so it look a little bit strange, but I think it's cool. anotherwise I must Unwarp to paint texture for it. >_<
texture for head, and body are 1024x1024 px
go!go! Finish Angle Model http://i58.photobucket.com/albums/g270/mika-chai/Emoticon/kapook-16103-4977.giffight fight
V3N0M
23-09-2006, 07:16 PM
^ :D :)) =)))))))))))))))))))))))))))) LOL ROFL She's got eyes on her but:))) You're killing me! :)) LOOOOOOOOOOOOOOOOOOOOOOOOL
Hellhammer
24-09-2006, 02:10 AM
Anyone have a good way to rig a wing? im starting to model them but im unsure on how to rig them. I have several bone diagrams explaining how it works and all but i cant seem to get them to work properly :/.
BiG ToE-3DT
24-09-2006, 02:16 AM
I'm thinking you rigg the main wing like an arm, then detach each feather/thing from the main mesh, if you used plans. Then in the rigg, link your plans to whichever bone you want them to follow.
V3N0M
24-09-2006, 03:05 AM
Here, finally!, an update. Weekend, no school and lots of time to work on my angel all day long, I actually modelled this after Da Vincis' Vitruvia :
http://img218.imageshack.us/img218/3850/wipangelgb8.jpg
http://img56.imageshack.us/img56/6097/wipangelwiremo2.jpg
Pls comment, especially on edge loops since I'm finding it hard to understand em.
And pls coment on this hand:
http://img126.imageshack.us/img126/8819/wipangelhanddq3.jpg
I worked sooo hard on it and it's moments like this I wish humans had evolved with 3 fingers so I can model em easyer.
Actually during school I've been working on the texture 4 my wings and boy am I prowd of em! I think I'll keep it as a surprise, unless u guys relly really wanna see a sneak peek ;) :drool:
BiG ToE-3DT
24-09-2006, 03:13 AM
V3N0M: the fingers look fine, the problem is your thumb looks like a finger. For the rest of the mesh, you need to think about how body parts will move and then have your edge loops flow in that direction. Like the hip section. There should be flowing edges that follow the shape of the leg and flow into the torso. The shoulders are the same way. They should flow from the shape of the shoulder and flow into the chest. The calf muscle is on the wrong side, and there is no side view, so I can't talk about the overall shape of the mesh. But you are on your way.
Hellhammer
24-09-2006, 03:43 AM
Ok after studying some time how a wing worked (actually it was a long time because i just didnt get it XD), ive came up with this solution. The wing itself might need a few extra topology, but for now this should be good enough. I made the wings from an anatomical diagram that separated groups of feathers by functional groups. I don't know if that will make sense when it comes to rig it, but i wanted a decent shape overall, so ill struggle with some rigging before preparing the uv layout, just to make sure that thing deforms properly. Ive found this pretty didactive, though its hard. Wings have a complex way of working, even if they have the structure of arms....
Btw, the bones on the wing are just placeholders. I made the wing separately just to focus more on the actual shape and not bother so much with the attachment to the body of the angel. Since the first bone plays the role of some kind of clavicle, i think ill attach the wing where the clavicle starts, kinda coming out from the shoulder blades or something. Might look odd but its what makes the most sense to me hehe.
http://img213.imageshack.us/img213/2926/modelwip03ku0.th.gif (http://img213.imageshack.us/my.php?image=modelwip03ku0.gif)
V3N0M
24-09-2006, 07:09 PM
Look what I found... accidentaly:
http://i20.photobucket.com/albums/b232/NikArt/angel4composition.jpg
BiG ToE-3DT
24-09-2006, 07:16 PM
what is it.
V3N0M
24-09-2006, 07:50 PM
Dunno, guess it's an angel. Found it in someones photobucket while on google.
V3N0M
24-09-2006, 08:07 PM
Tracked it down to here: http://www.conceptart.org/forums/showthread.php?t=59265
Agent-X
24-09-2006, 08:11 PM
works in progress I am fixing proportions and stuff now. http://ic1.deviantart.com/fs12/i/2006/267/2/2/AngelBladeWorkInProgress005_by_ExtremeCreations200 1.jpg
http://ic3.deviantart.com/fs12/i/2006/267/b/7/AngelBladeWorkInProgress004_by_ExtremeCreations200 1.jpg
Please comment on what you think looks awkward and stuff.
Zcubed
24-09-2006, 09:04 PM
You seem to be having a lot of trouble with images, Agent X.
Imageshack? (http://imageshack.us/)
BiG ToE-3DT
24-09-2006, 09:33 PM
no, photobucket. no pop ups and the like.
Zcubed
24-09-2006, 09:34 PM
Either one will do. I use photobucket myself, but Imageshack is handy in that you don't need an account or anything. I'd take either one over Deviantart. :lame:
BiG ToE-3DT
24-09-2006, 09:35 PM
true, true.
V3N0M
24-09-2006, 10:14 PM
I hear ya!
Agent-X
24-09-2006, 10:30 PM
let me know if you guys can see this. http://imageigloo.com/images/774AngelTest0020.jpg
OnyxIdol
24-09-2006, 10:43 PM
quite nice. Her breasts have a silicony look to them though.
Agent-X
24-09-2006, 10:48 PM
Ok cool, so that worked I see, Ill fix her boobs, I Need to drop the top a bit more. Any other critiques on the anatomy? I am going to try my darndest to nail this one.
V3N0M
24-09-2006, 10:59 PM
Um, are you sure this has less than 5000 tris? Joking:D
Is that the high poly version in zbrush that u will build a displacement map off? Kuz if it is pls give me the basics on how to do that.
OnyxIdol
24-09-2006, 11:02 PM
Any other critiques on the anatomy?
I think her head is a little too big.
Zcubed
24-09-2006, 11:04 PM
Is there a reason why the arms are in such an unnatural position? I know you're probably planning on posing her, but it just caught my attention.
BiG ToE-3DT
24-09-2006, 11:42 PM
Agent-X: I think the prob with the breast is the fact that they come straight out, meaning they point forward. They should have a slight lean to the side. Unless they are fake and the Doc that did them was high. But either way, I love me some breasteses.
Agent-X
25-09-2006, 02:59 AM
hehe, lol. These are just screenshots from ZBrush, composited in photoshop. No, I havent used the displacement maps, but you can export displacement maps from Zbrush into a 3d application. I believe there are tutorials for that at pixologic.com or zbrushcentral.com for that. Yeah I am still adjusting the anatomy right now. Doing women accurately is tough in high res poly count. Zbrush's perspective view is not 100 percent accurate perspective. When I view the model in Maya it looks different. So there are things to take into consideration. But none the less thanks guys for the heads up info on the anatomy and stuff. I reallly apreciate it. Ill show another render come later tonight. Cheers guys. Keep working hard, lots of cool stuff. You guys are doing a fabulous job. :)
Agent-X
25-09-2006, 03:21 AM
Here is a screenshot render with the highres body mixed with the other low res parts. I will continue working through out the day and keep everyone posted. I will be normal mapping everything. lots of work to do still. :)http://www.imageigloo.com/images/7655AngelTest0021.jpg
DerekSc
25-09-2006, 03:54 AM
I think, gravitationally speaking, angelic boobs can do whatever they please. :)
Only other comment on you model, Agent-X: Oh. Hell. Yeah.
Hellhammer
25-09-2006, 04:09 AM
Thats very cool Agent-X. For some reason she looks like Angelina Jolie :shy: lol. I think you should check the elbows, they seem kinda boxy, at least on the zbrush screenshot you posted before. The knees also look weird, kinda blocky too. Im not a friend of implants, but thats a matter of personal preference hehe.
I think im almost done with the model. I added the hair and the weapon, as well as some extra geometry to the skirt and some other minor stuff. Do you think that geometry is enough for a skirt? And the wings too.. i really dont know if i should add more or leaving them like that. Any advice is totally welcome because im kinda confused about this hehe.
http://img80.imageshack.us/img80/1156/modelwip04ik7.th.gif (http://img80.imageshack.us/my.php?image=modelwip04ik7.gif)
And a closer look, i just figured out i didn't post a closeup before lol.
http://img246.imageshack.us/img246/5373/modelwip0402uz5.th.gif (http://img246.imageshack.us/my.php?image=modelwip0402uz5.gif)
Edit: polycount is currently at 4229 and i just added the nipples to her breasts.
BiG ToE-3DT
25-09-2006, 05:03 AM
Hellhammer: well, after messing around with my high poly model and noticing that too much is too much, I would have to say that your model is fine. The skirt has the perfect amount of geometry, breast look good, wings seem right. Depending on how you texture them, the wings will make or break your model. No pressure.
BiG ToE-3DT
25-09-2006, 05:43 AM
tired of looking at her naked butt. Moving on to textures.
http://i55.photobucket.com/albums/g129/DJBiGToE/fullbodyhighwires.jpg
Agent-X
25-09-2006, 05:46 AM
nice Hellhammer. I agree with BigToe on the wings, its all about the wings on this particular type of model. I used all 5,000 polys in mine, if you have some polys to spare, by all means add more or make another accessory, you have 2 1024 texture maps for every type of map, so go ahead, do what ya feel is right. :)
Agent-X
25-09-2006, 05:51 AM
Nice Big Toe, really nice. I want to see ya kick ass on the textures with that. The baddest bitch from hell hehe. Kick arse. Whats your polycount BigToe for the lowres? If ya have more How about horns on the head? Or if not thats cool too, hehe. Just a thought. :D Very cool bro, I cant wait to see your textures. Think Dark. :)
BiG ToE-3DT
25-09-2006, 05:55 AM
low res is at 4990, my problem is that I suck like a 5 dollar hooker at texturing.
Zcubed
25-09-2006, 06:11 AM
It looks like you just threw a meshsmooth on your low poly, Toe. The whole idea of normal mapping is to bake down details without changing the silhouette.
Those spikes look pretty cool though.
Agent-X
25-09-2006, 06:13 AM
I am thinking look at The Matrix when he falls into the water and has all the tubes in the back. the stuff in the back look like something was there. I am thinking try playing around with Black and lights skin tones maybe. I think you could add some more detail on the head, I feel your head is missing something, bumps, or something, some type of design. The horns or whatever that is you got coming out of the back is cool, I am thinking ya want something to compliment that.
Agent-X
25-09-2006, 06:16 AM
Maybe think Gothic, do some Tribal tatoos or something. Just a thought. I helping ya out with ideas.
Hellhammer
25-09-2006, 06:25 AM
Good to know that :). I was taking a look at an old download i found in my hd. Its the world of warcraft model viewer! And watching the way they have modeled the griphons wings, for instance, they seem to be a lot simpler than the ones my girl has hehe. But i think this will be good. Ill do some rig tests later to make sure everything works properly and maybe adding some more polys on the wings. Then ill proceed to unwrap this (now i begin to suck YEAH!!! XD). Thanks a lot for the comment.
Agent-X
25-09-2006, 06:38 AM
If ya decide to go with tatoos, I know of a cool site for downloading tatoo fonts. Really cool stuff. :) I will be using some on my character as well.
Hellhammer
25-09-2006, 06:59 AM
Hmmmm tats :D, they always go well on a sexy naked body ;). At first i just thought of some mask like mark for the face, i might do some other stuff to make it more interesting :).
Spartan-117
25-09-2006, 12:07 PM
:halo: hi everyone
going on a business trip all week so i dont know if i will finish mine, 30% at the mo.
All the models look great and i hope mine will be done on time
V3N0M
25-09-2006, 05:42 PM
Hope evif finishes his model... I love that skinny sucker!
BiG ToE-3DT
25-09-2006, 06:24 PM
It looks like you just threw a meshsmooth on your low poly, Toe.
No, I didn't. I just tossed a turbosmooth on. The truth is I didn't want to change much, so I just enhanced some areas that I figure I will need help with on the textures. And then other areas I extruded to use as a guidline.
Agent-X: yeah I had planned on doing something like that, where she has a full body tattoo, but I'll have to play with it first, I might need to shrink the tattoo down.
OnyxIdol
25-09-2006, 07:51 PM
http://img20.imageshack.us/img20/5870/facevm2.jpg
Any Idea how to get rid of those shadowy fragments?
Agent-X
25-09-2006, 08:11 PM
Here are the tatoos I am going to use from this website link. The two on the far right. http://www.acidfonts.com/dingbats20.htm Look up wing dings and ding bats for fonts. You can come up with some cool stuff. Enjoy. :)
V3N0M
25-09-2006, 08:14 PM
Well you could try a meshsmooth with 0 itinerations or if you allready tryed that, turn tris into quads and then meshsmooth with 0 it. If it still doesn't work add more geometry.
Hellhammer
25-09-2006, 10:17 PM
The shadowy fragments might be just a matter of turning some edges the other way. Ive met those uglies everywhere, and a simple turn seems to do the trick. Sometimes, for some reason, max gets your hidden edges to go the way they shouldnt be, hence the topology messup. I think max tries to make these hidden edges where it finds the shortest distance between opposite vertexes of a poly, so if you see weird shading, just turn your edges and turn around the ones that are causing that.
BiG ToE-3DT
25-09-2006, 10:49 PM
and how does one go about turning edges in max.
Hellhammer
25-09-2006, 11:16 PM
and how does one go about turning edges in max.
When you select the edge subobject under the rollout there's a button that says turn. When you press it, max reveals all the hidden edges with dotted lines so you can turn them the other way by just clicking the hidden edge. I hope this helps, because it saved me a lot of work :).
BiG ToE-3DT
26-09-2006, 12:03 AM
cool, good to know.
Zcubed
26-09-2006, 01:13 AM
DELETED
My apologies, Hellhammer, you're right. I was being a litttle too harsh.
Still, I don't understand what's so hard about posting something helpful and comprehensible once in a while.
Hellhammer
26-09-2006, 01:25 AM
If he just tossed a ts and tweaked a few verts its his problem. Turbosmooth, meshsmooth, happysmooth, whateversmooth, he did it to add a few details and thats his problem.. i think :dunno:. A normal map doesnt have to be made out of an extremely complex model with details beyond reckoning If he wants to get extra work and do a normal map for the whole model just to add a scratch to her face i think hes on his right of doing so no? Regarding all this... all id like to add is:
Guys... lets keep this focused shall we? The idea is to learn no? Not getting into pointless discussion of supposed pro-ness.... (yes im a dumb newbie :P, but i had to say it). Ive noticed that toe isn't precisely the kind of person to say things on the gentle way (eg: your model is AWESOME but you should change this and that and that and this too and that and that), but he has tried to help some of us here. I honestly don't know where this sudden rageful attack comes from :( (missed something? :roll:).
Ahem... getting back on track, im still on a learning process on rigging. Ive never really done any really good rigs, so i wanted to make this one fairly complex to at least not get stuck with a biped again. The dream of making my own skeleton is coming nearer lol. For now im just checking some tuts about that, hopefully it will be ok. Ill start the unwrapping nightmare after seeing this is deforming kinda good :).
V3N0M
26-09-2006, 01:46 AM
Ill start the unwrapping nightmare after seeing this is deforming kinda good :).
Pelt mapping all the way baby! Even beter:ZBRUSH ZBRUSH... :drool: yeah
BiG ToE-3DT
26-09-2006, 02:12 AM
Brilliant! And to think that I had doubted your abilities as a capable moderator.
What are you doing on this forum? You're obviously far more interested in amusing us with your clever posts than in looking for real feedback (or helping others for that matter). Do you ever say anything useful?
Everytime you pop in, you make me laugh, which is why when I said no, turbosmooth, I was joking. But I see now that when dealing with you, I can't do that. From now on when you decide to drop by I'll be as serious as possible.
Just give me a heads up before you do, so I can put my suit on. :drool: :crazy:
evil-98
26-09-2006, 02:43 AM
sorry guys, disappeared for a while. i think im going to start over :p...
same concept but i guess i want to make it more detailed. work on the
concept more. you guys know what i mean. i work better under pressure
anyways. :) (time to look through the thread.. all 38 pages of it.)
kzinti_Z
26-09-2006, 03:09 AM
mental ray render with some hdri and fg.. havent had much time I mainly worked on the hair texture map. If I have time I will take the body into Z-brush to texture map.
http://www.independentamericanenergy.com/temppics/mentalrayWIP.jpg
Zcubed
26-09-2006, 03:13 AM
Pelt mapping all the way baby! Even beter:ZBRUSH ZBRUSH... :drool: yeah
Just remember that the AutoUV tiles system in Zbrush will make the texture nearly impossible to edit externally in another application (Photoshop, for example). A handmade UV map is usually preferable when possible, especially for game resolution textures.
Do whatever you want, Toe. I'm just sick and tired of sifting through all the mindless banter that you flood the forum with.
kzinti_Z
26-09-2006, 03:38 AM
polysmoothed for the hell of it
http://www.independentamericanenergy.com/temppics/mrpolysmooth.jpg
shadowbreeze
26-09-2006, 04:57 AM
well i'm have not posted yet but i'm still in i just sem to be having a really bad problem with max atm it keeps crashing my comp. the view port first looses its shading so i only allows wire frame and nothing gets shading back it then freezes and yep my computer shuts down and restarts and this only happens in max and no other program, the only thing i can think of is the new invid drivers i installed, oh welli'm trying to get it fixed and i'll post what i have done even if it's not finished in time,
by the way there is some real good angles been made :halo: :halo:
Hellhammer
26-09-2006, 05:03 AM
Im kinda reserved when using pelt mapping, just to be kinda versatile app-wise, and not depending on a special feature of this or that app, so im a friend of the old way of doing things. Of course i can apply pelt mapping and it would help a lot. The other thing is i haven´t found much time yet to try zbrush in depth, hence i cant use it for this project ( :wall: :wall: :wall: ).
kzinti_Z
26-09-2006, 07:30 PM
http://www.independentamericanenergy.com/temppics/neckfeathers.jpg
kzinti_Z
26-09-2006, 07:33 PM
I still need to work on the placement of the feathers. I think I will make the eyeball textures procedurally. I've been playing around with lighting and reducing polys in the model still. If I have polys left I will make the lips/cheeks/eyesockets more smooth.
http://www.independentamericanenergy.com/temppics/polycount.jpg
V3N0M
26-09-2006, 08:35 PM
Can I say something? It seems you made this model using mirror, but you can still see the line that sepparates the 2 halves. I suggest that you(if you haven't done so yet) attach the 2 halves to each other, weld the vertexes and then just use a 0it meshsmooth or a relax on that line(you could also use relax in the more boxy places of your mesh).
With that said, I like the way she came out, it really looks like she's a being from another realm, it's not as human as other angels.:D
kzinti_Z
26-09-2006, 08:52 PM
Can I say something? It seems you made this model using mirror, but you can still see the line that sepparates the 2 halves. I suggest that you(if you haven't done so yet) attach the 2 halves to each other, weld the vertexes and then just use a 0it meshsmooth or a relax on that line(you could also use relax in the more boxy places of your mesh).
With that said, I like the way she came out, it really looks like she's a being from another realm, it's not as human as other angels.:D
Ya its not welded yet, I haven't finished reducing polys. I tweek it until I'm absolutely sure I have the lines I like then I weld it together. Then I will adjust somethings to make her asymetrical (just slightly). I will prolly put a bones system inside her to get the pose similar to my sketch.
Thanks for the compliment V3N0M! ^^ just what i was shooting for :)
Hellhammer
26-09-2006, 11:10 PM
Save the welding step by using a symmetry modifier :).
kzinti_Z
26-09-2006, 11:22 PM
hmm symmetry modifier? I'm using maya. Welding takes hardly anytime ne way.
BiG ToE-3DT
26-09-2006, 11:29 PM
what I think Hellhammer is trying to say is that if you used the symmetry modifier (someething maya does not have) it would weld the center for you and you would still be able to modify half the model, while the other half matches all the changes.
ok my dad took my pc away....
i think he brougt it to the repair shop :)
and i really hope all my files wont be deleted :(
Hellhammer
27-09-2006, 12:16 AM
Oh he uses maya? My bad then... i always tend to think ppl use max like me :xx:. I don't know if maya has a similar feature.... I don't know anything about maya actually XD. If not, welding isnt such a big deal anyways.
I started unwrapping last night, so far i just have the head unwrapped. I might be able to get the unwrap process done tonight, and get ready for painting.
Grashupfa
27-09-2006, 01:05 AM
Ok, update (i was busy the last 2 weeks)...started to model/texture an axe she is finally going to use and i altered her clothes, let me know what you think :wave:
http://img55.imageshack.us/img55/5901/test5dk6.th.jpg (http://img55.imageshack.us/my.php?image=test5dk6.jpg)
yokunaru
27-09-2006, 03:16 AM
I'm happy with what I did. THo it's not close to the concept art I had..because of my poor uv and texturing skills but still I'm quite proud of how it turned out. I've gotta figure out a better way to unwrap because that will improve my texture by 10 I think. Anyhow here's my finals it was fun and I learned alot. Woosh!
http://digitalresolve.org/3d/model/knightinprogress08.jpg
http://digitalresolve.org/3d/model/finalangel.jpg
ProgramUsed: 3max 8.3 / Zbrush / photoshop cs1 / painter 9.2 (I think it's 9.2)
Hellhammer
27-09-2006, 06:18 PM
You still have plenty of time to improve it! Go for it, it wont hurt and you will learn even more :haha: . So far ive unwrapped most of the body except the hands and feet. Those, with the skirt and the wings will be done today. Man I just found that relaxing can save tons of time when unwrapping. Im doing it the old way, with planar maps. I think that with this method you can get the most accurate results, a bit longer but im too perfectionist sometimes, and even cylindrical maps around limbs don't seem perfect enough for me :wall: .....
OnyxIdol
27-09-2006, 11:10 PM
http://img99.imageshack.us/img99/7763/20062709qa2.jpg
Wow. Modelling the hands is a real pain in the !@%?><. Really could use some help here.
Hellhammer
28-09-2006, 12:02 AM
Im sure you can find pretty much everything you need to know regarding lowpoly character creation here http://www.poopinmymouth.com/tutorial/tutorial.htm
Your hand looks ok for a very very lowpoly character, but i think with 5k tris you can spare some more to give you character some fairly detailed hands, anyways thats up to you. Try to avoid 5sided polys (3tris) and replace them for quads (2tris) or even tris whenever possible. Just in the palm, there are 3 5sided guys that can be optimized to less than the 9 tris they are using atm :).
Also, on that site you can find an interesting gif regarding joints. Im not sure but i tend to put at least 2 edgeloops on joints to make sure they don't seem like loosing volume. I don't know if it applies to this kind of glove-like hand, but it wouldnt hurt to test wuth a basic rig to know if it works properly.
kzinti_Z
28-09-2006, 12:58 AM
Here is a render after merging and some z-brushing. The eyes are a 256x256 texture map I made in photoshop.
http://www.independentamericanenergy.com/temppics/fgrender005.jpg
V3N0M
28-09-2006, 01:06 AM
Wooooo no underpants... kinky(but since this is the first time I see them I should tell you...that your toes look like a zipper or something- totally unnatural, the rest seems fine)
kzinti_Z
28-09-2006, 01:13 AM
On the symmetry modifier thing... yes, maya can do a similar thing with a few simple mel scripts. Or you could work in Sub-D's like that.. and convert to poly.. but, Im just lazy, I usually just go <ctrl D> and scale X to - 1 and I have a preview of the other side. I plan to put a bones system in to pose her and I may Z-brush it up a bit more ^^.
Wooooo no underpants... kinky(but since this is the first time I see them I should tell you...that your toes look like a zipper or something- totally unnatural, the rest seems fine)
yea i agree i may work on them some more before the bones system.
cheers.... :evil:
Gameless
28-09-2006, 01:18 AM
Wow. Modelling the hands is a real pain in the !@%?><. Really could use some help here.
First time posting on these forums, but what program are you using? That doesn't look like Max to me. Also, how detailed do you want the hands to be? You look like you're going for thumb/index way for handling the hands. Looks pretty good tho.
I would suggest refining where your edges are. For example where your palm folds when you clench your hands, add or move your verts so it forms a semi straight line. That's only for animations tho... if this is just a render... Textures are more important than vert placement.
BiG ToE-3DT
28-09-2006, 01:42 AM
I plan to put a bones system in to pose her
I'm glade your posing her, its part of the requirements.
That goes for everyone. Your models need to be rigged and posed for the final renders/images. Just incase you missed it, in the first post for this thread.
Hellhammer
28-09-2006, 09:16 AM
Unwrapping hands is horrible :grr: !!!! Missing a few strands of hair, the skirt and the bracelet. But im tired now and i have to work tomorrow.... Hopefully ill finish this tomorrow :drool: .
V3N0M
28-09-2006, 07:35 PM
What differnce is there between displacemnt and normal maps? Is one better than the other?
OnyxIdol
28-09-2006, 07:41 PM
Hellhammer: Yeah I'm going to get rid of the 5 siders. And I'll add some details in the joint area too. And Im going to check the website. I know it though. I have been following the makers "delilah" tutorial series. Thanks anyway. :)
Gameless: I am indeed using max. I dont understand what you mean with "thumb /index way" though.
Hellhammer
28-09-2006, 08:15 PM
What differnce is there between displacemnt and normal maps? Is one better than the other?
Displacement actually adds geometry to your rendered model. Normal map just simulates the bumps from a high poly model on your low poly version without affecting the poly count. Take it as the evolution of a simple bump map if you want to see it that way. They both have their uses, as you might have guessed by now.
Generally, slight details like wrinkles and such are ok with bump/normal maps, since they are subtle changes. Displacement, on the other hand, can really add detail to your model without actually having to model it, since you can do this with a simple grayscale image you make in photoshop, for instance (unless you sculpt it in zbrush or something like that). The main drawback of displacement (imho) is that its very resource consuming. You can make stuff like for example grass with an appropriate displacement map.
V3N0M
28-09-2006, 08:29 PM
Aha! got it! thanks! I'll check out how to create normal maps in zbrush... come to think of it, zbrush only needs a way to unwrap your textures and it would be the perfect texturing software(for me at least)
OnyxIdol
28-09-2006, 08:55 PM
http://img241.imageshack.us/img241/6044/20062709handwn7.jpg
Ah I think this is as good as I will get it. I'll add some mor details in the joints and call it a day, because I am really running out of time. I have to do the rigging and texturing, which I'm both not really experienced at.
Hellhammer
28-09-2006, 09:07 PM
You still need make your uv layout before you can apply your normal map made in zbrush. Always try to let the least "thinking" to your software, or you will end up cursing at it for doing things wrong.
mika-chai
28-09-2006, 09:26 PM
HI Hello Finally I finish model my angle >_<
I hope you will like her.
This model use 3050 polygons, and i use character studio to pose her. IF include biped it's take about 8000 poly up. -__-""
texture for head, and body are 1024x1024 px
http://i58.photobucket.com/albums/g270/mika-chai/3d/AngleWip009750.jpg
If you want to see the model before have wing Please clike the LINK below
>>>Click to see the model didn't had wing yet<<< (http://i58.photobucket.com/albums/g270/mika-chai/3d/AngleWip003.jpg)
I really like the way to model look like anime. ^__^
LINK--------
WIP : Concept (http://forums.3dtotal.com/showthread.php?p=498999&posted=1#post498999)
WIP : her face1 (http://forums.3dtotal.com/showthread.php?p=499253&posted=1#post499253)
WIP : her face2 (http://forums.3dtotal.com/showthread.php?p=499624#post499624)
WIP : body (http://forums.3dtotal.com/showthread.php?t=45573&page=34&pp=15)
model : 3ds max
texture : photoshop
p.s. can commend and give me some suggesstion >< thankyou
Lozoya
28-09-2006, 09:41 PM
i hope i'm not to late to enter this thing. this is the concept i'm going with.
http://i48.photobucket.com/albums/f208/Lozoya_aldo/angel.jpg
DerekSc
28-09-2006, 10:20 PM
OnyxIdol: Generally it's best to keep polygons 4 or 3 sided. I see a couple of 5 sided polys there, you might want to subdivide those. It helps when it comes to rendering and deformations (the 5 sided ones may have dark patches on them).
OnyxIdol
28-09-2006, 10:41 PM
DerekSc: Yeah, that was mentioned before. But I appreciate the hint.
BiG ToE-3DT
28-09-2006, 11:28 PM
I've posted the Final Entry thread for anyone ahead of the game.
There are a few things you need to read in order for your entry to count. Everyone still has a week so take your time, have fun.
V3N0M
28-09-2006, 11:51 PM
A week?! I thought it was supposed to end on the 9th!
DerekSc
29-09-2006, 12:00 AM
DerekSc: Yeah, that was mentioned before. But I appreciate the hint.
Oops, sorry about that, didn't see it. I guess better mentioned twice than not at all, right? :)
BiG ToE-3DT
29-09-2006, 12:19 AM
A week?! I thought it was supposed to end on the 9th!
Nope, it's still the 7th.
Klash120
29-09-2006, 12:32 AM
I'm not out of the contest yet! Uninspired/bored/depressed/job/ect With all the current projects I have going, I decided to put everything aside for a while and just do something worthwhile... ended up picking up where i left off on this comp. About 4/5 hours later, have what you see now :P
http://i55.photobucket.com/albums/g139/Klash120/Screen_02.jpg
I'm feel'n a lot better seeing something finally taking shape XP
OnyxIdol
29-09-2006, 12:53 AM
http://img241.imageshack.us/img241/6452/20060928generallw9.jpg
General update. Currently at 4524.
Hellhammer
29-09-2006, 10:09 AM
Finally... uvs : :drool:
http://img169.imageshack.us/img169/3806/angeluvso7.th.gif (http://img169.imageshack.us/my.php?image=angeluvso7.gif)
gyagyagyerek
29-09-2006, 07:02 PM
There is my 4997 poly, textured final version with 2 1024x1024 texture-map!
There is a color texture and a trasparent map mostly for the feathers! I rendered it with bump, this bump-map is the same as the color-map, so i don't know that it's cheating or not?! :???: :hmm:
Since last weekI detailed her face (mounth,teeth) and shoulder! The ears has other shapes now, not pointy like a feary. ...and the lower part of the armour had a bit different design too...
http://sovenylaszlo.uw.hu/galeria/angel/lowpolyangel_g.jpg
http://sovenylaszlo.uw.hu/galeria/angel/lowpolyangel_h.jpg
Klash120
30-09-2006, 12:26 AM
quick update. Started messing with the wings + some UV's
http://i55.photobucket.com/albums/g139/Klash120/Screen_04.jpg
Not too happy with the wings now, still needs tweaking. Upper (closest to the body) needs to be shorter I feel. Any comments?
Hellhammer
30-09-2006, 12:39 AM
I think the problem is that they dont look like wings at all, i mean, they seem like some strings that attach to her wrists, something like Storm, from X-men. These are a couple diagrams that i used to build the wings of my girl. Hopefully they will help you to make your wings look better :).
http://www.earthlife.net/birds/images/anatomy/wing.gif
http://numbat.murdoch.edu.au/Anatomy/avian/fig2.9.GIF
I practically based the model on the feather groups to make it look like a fully functional wing. Think of them as an extra pair of arms, that could give you an idea of how they are made.
gyagyagyerek thats looking nice.
http://i55.photobucket.com/albums/g152/b_bucket/lowpoly%209/angel.jpg
:)
PAPABEAR
30-09-2006, 05:43 AM
just want to ask.
does any one know bout shadow pass, occlusion pass, diffuse pass?
i had been encountering this terms.
does any one know how to make this or know any tutorials?
OROCHI
30-09-2006, 08:31 AM
Hi guys! Long time not see...
I really dont' have enough time for this comp but I want to take part of it anyway...
So this is my character: :D
http://img135.imageshack.us/img135/752/angel1wy8.jpg (http://imageshack.us) http://img169.imageshack.us/img169/1418/angel2zq1.jpg (http://imageshack.us)
Textures: (total textures space 512 x 768)
http://img135.imageshack.us/img135/948/textureep0.jpg (http://imageshack.us)
Eh eh eh...less than an hour for make it :D
Next time I' ll do something more serius...I primise :p
Gameless
30-09-2006, 08:35 AM
http://img172.imageshack.us/img172/4932/angelsidecb6.png
Side View - The top half is too small =(, but just using this as scale ref for height mainly!
http://img155.imageshack.us/img155/9416/angelfrontwx5.png
Front View
I hope I can accomplish what I have in my head in 7 days. :wall:
OROCHI
30-09-2006, 08:36 AM
There is my 4997 poly, textured final version with 2 1024x1024 texture-map!
There is a color texture and a trasparent map mostly for the feathers! I rendered it with bump, this bump-map is the same as the color-map, so i don't know that it's cheating or not?! :???: :hmm:
Since last weekI detailed her face (mounth,teeth) and shoulder! The ears has other shapes now, not pointy like a feary. ...and the lower part of the armour had a bit different design too...
Really nice textures...
The model is good too, but watch out for proportions...the head is too big in my opinion.
Gameless
30-09-2006, 08:44 AM
Really nice textures...
The model is good too, but watch out for proportions...the head is too big in my opinion.
Yeah, shrink her head a tad or make the rest of the body slightly bigger...should be a head's space on either side to the shoulders. But then again, it's his version so w/e goes!
Awesome Wings!
Lozoya
30-09-2006, 09:00 AM
quick update. 4970 tris at this point.
http://i48.photobucket.com/albums/f208/Lozoya_aldo/update.jpg
lucashug
30-09-2006, 01:07 PM
hey
everybody,
look the works of this artiste,
i like it.
http://sama.van.free.fr/version4.0/index.html
andclick on 3D button.
and after just look.
Darkegg
30-09-2006, 07:55 PM
just thought i would post a image of my angel model before i texture her. Not had time to work on her since last time due to other projects. Ammended alot of the poly flows and rigged her. Hope everyones models are coming together nicely. :halo:
http://host.photogalaxy.net/viewer.php?id=88477_screen_copy.jpg
Hellhammer
30-09-2006, 09:20 PM
Ive started my texture work and im testing a couple parts of the opacity map. However i checked the directx option in the material editor as someone stated but i cant get it to work :(. Do i have to use directx as the viewport driver? I normally use opengl because it tends to crash less.
Im going to take some time to do this since i pretty much suck at texturing, plus ive always had tons of problems with seams. Anyone got a good tip to make them seamless? or am i lost case lol?
Anyways, here is the wip.
http://img237.imageshack.us/img237/4739/angeltexwip01tn6.th.jpg (http://img237.imageshack.us/my.php?image=angeltexwip01tn6.jpg)
BiG ToE-3DT
30-09-2006, 10:12 PM
Hellhammer, your image isn't showing. But for seamless textures, I would need to see your uvw layout to give you some tips.
Edit: nevermind, it's showing up now.
Hellhammer
30-09-2006, 11:13 PM
Ive posted the uv layout previously I tried to break the model the least possible to avoid those seams. At least its less fragmented than previous models ive tried to texture... Ive worked a bit on the hair, changing the color, i think ill go with this one.
http://img529.imageshack.us/img529/1039/angeltexwip02yb3.th.jpg (http://img529.imageshack.us/my.php?image=angeltexwip02yb3.jpg)
http://img503.imageshack.us/img503/8679/angeltexwipsheet1qw6.th.jpg (http://img503.imageshack.us/my.php?image=angeltexwipsheet1qw6.jpg)
Theres the texture map at its current state. ITs a 1024x1024 map, and im thinking of breaking the remaining 1024x1024 into smaller 512s for the specular, the opacity and maybe a bump map. I just tried the opacity for the earring but it doesnt show on the viewport :hurt: . I checked that directx option in the material editor (in the options menu of the Material editor). Hopefully i can get some tips, because these seams are going to drive me nuts :grr: .
BiG ToE-3DT
30-09-2006, 11:47 PM
Hellhammer Take it one seam at a time. One way to hide seams, which you already started, is to add a darker color, but to take that one step further, have that darker color there for a reason. So, like in the shoulder area, maybe give her a arm band, or a tattoo like on the face, but the middle of the tattoo is thicker. Then you can do that for all the seams. Even the one going down the back.
For your oppacity map and etc, just keep them at 1024. The rules say 1024 for each map, so might as well use it.
ChaosDragonDZ
01-10-2006, 12:14 AM
man, I dont think i'll be able to finish my entry :( I have too much other stuff to work on good luck to everyone else though, great entries everybody
hellhammer i think next time you gonna uvw, you shuold think bout where it is OK to have a seem....anyways less harmfull to have a seem :)
Hellhammer
01-10-2006, 03:22 AM
The problem is that i had to either pick to get either 2 seams running on her side torso or the seams where i have them. Pretty much like picking the best of 2 really nasty evils :P. Still wondering how to see opacity maps in my viewport... Ill just continue and try to take those seams when im done.
BiG ToE-3DT
01-10-2006, 03:50 AM
Hellhammer: ok I just checked my settings for the oppacity map and viewport. Took a screengrab for you.
http://i55.photobucket.com/albums/g129/DJBiGToE/oppacitysettings.jpg
Hellhammer
01-10-2006, 06:59 AM
Still working on the texture. Now some updates on the wings :wave:. Im very satisfied with the way they are working so far and im not scared anymore of weird shapes due to the way i modeled them. The feathers are blending pretty nicely together :).
http://img137.imageshack.us/img137/7707/angeltexwip03hn8.th.jpg (http://img137.imageshack.us/my.php?image=angeltexwip03hn8.jpg)
V3N0M
01-10-2006, 05:38 PM
Here's a quick weekend update, featuring my oh-so-prowd-of wings:
http://img427.imageshack.us/my.php?image=angelwipxc5.jpg
http://img422.imageshack.us/my.php?image=angelwipwirekb1.jpg
Pls coment on edgeloops, wings(^.^) and overall proportionality or anything else you want.
I've also decided not to model the toes even if he is barefoot, and that's that I'll get started on the face.
V3NOM : That looks good. However, if you are planning on posing the character or animating, you might want to change the way you have the legs set up. Have them being pararell to the body, not in that y position.
Hellhammer : that looks really cool! I really like how you texture the wings!
Well, i started texturing mine as well as doin other changes to it n stuff
http://corruptedimagery.com/subDirectories/projects/challengers/redemption/wip_11.jpg
V3N0M
01-10-2006, 09:10 PM
Paralel? Won't that make em harder to rig? With overlaping envelopes and stuff?
BTW love your model, Zbrush displacement map?
No, u want to use a T standing form. For example, look at my model, or any other model say for example Hellhammer's. T form, will make rigging a lot easier. because when you are standing idel, your legs are pararell to your shoulders.
For the arms, it depends on the range of motion. I prefer something in between because that way it makes a lot easier for me to rig the arms.
I used zbrush, not for displacement maps, but for normal maps. But i think im just gonna go ahead and model all the armor on maya, just for practice.
BiG ToE-3DT
01-10-2006, 10:39 PM
V3N0M: the wings look great. But your model looks like he has been crushed. The front and back both look flat. Try giving him some volume, around him out a bit.
As for a straight T pose, it depends on what you like to do. I like having the legs spread abit, it does help with the weighting, but like I said depends on you.
gyagyagyerek
02-10-2006, 03:05 AM
Hi Everyone!
Mika-chai: I like your wings! Original!
I just thinked, that i finished my version... but i found a few errors in the model. It's corrected now (i hope) and freed up a lots of polys! Corrected the proportion of the head. It isn't look like an alien any more! :ufo:
Gameless & OROCHI: Thanks for the advice !
...and thanks for everyone! :smug:
I still need time for composing the final render, but there is the texture and a screenshot from the polycount (5000poly! :o ). And i also played around the head.
http://sovenylaszlo.uw.hu/galeria/angel/lowpolyangel_i.gif
Now she can smile and hate! :smug:
http://sovenylaszlo.uw.hu/galeria/angel/lowpolyangel_j.jpg
http://sovenylaszlo.uw.hu/galeria/angel/angeltext.jpg
BiG ToE-3DT
02-10-2006, 06:01 AM
gyagyagyerek: hey, could you show your uvw layout without the textures, thanks.
Grashupfa
02-10-2006, 05:53 PM
Hi
Update again...I need your help now. I'm texturing the wings and i use alpha maps, but for some reason you can always see a black line at the bottom of my maps(see @ attached image)...I dunno why. The rest works fine...maybe you can help me solving this problem...
http://img85.imageshack.us/img85/7446/test6vl0.th.jpg (http://img85.imageshack.us/my.php?image=test6vl0.jpg)
BiG ToE-3DT
02-10-2006, 06:20 PM
go into your unwrap, locate the area that is the wing. Bring the boarder up where the black line is showing. You should see a change right away. Keep moving the uvw's around till the line is gone.
gyagyagyerek
02-10-2006, 08:40 PM
UVW layout? Is that, what you mean?!
http://sovenylaszlo.uw.hu/galeria/angel/uvmap.gif
Hellhammer
02-10-2006, 10:28 PM
Whoa how did you texture those overlappings :eek:!
BiG ToE-3DT
02-10-2006, 11:03 PM
gyagyagyerek: is that a single 1024, or 4 x 512's. It looks like 4 x 512's, which brings up the next question, why didn't you put all body parts in the same layout, and then armour in another, you could have used 2 x 1024's if you did it that way.
gyagyagyerek
03-10-2006, 02:31 AM
I don't chop it. it's a simple decison. Don't have the reason for that!
For the color texture i used that 1x 1024*1024 texture, because that was the original limit. When i was half done (mostly with the head), that was the time when i start to make the texture. I don't know how it would be look or how many space will left free and don't forget that i need to look after "How well the texture space has been used..." so i try to stay in that one and only texture! Meanwhile the limit is changed (max 2 1024's), but i don't want to start repainting it from the beginning. (I newer have enough time!) I decided to make the second texture a transparent map. But whitout that, the final version of the model is still looks fine (for me :D)!
The whole model is in one layout with a single uv map!
hellhammer: There is a lot of overlappings! A little bit chaotic, but if you have a feather you can build a whole wing if you use it again and again! The armour and the sword stands from that two plates from the bottom-right region and the neck's pattern is also used in her waist. Her belly button is the same as the corner of her lip! :D
http://sovenylaszlo.uw.hu/galeria/angel/uv2.gif
If all of this is not understandable what i want to say (because my bad english), i can make the model (free) downloadable! Can i do that? It isn't against the rules?!
Hellhammer
03-10-2006, 02:49 AM
Yeah i was certainly confused by it at first. I also duplicated/scaled a single feather to build the wings, but not overlapping uvs, but duplicating them along the open wing hehe. I guess thats useful for you since you have separate planes for each feather.
Hellhammer
03-10-2006, 09:41 AM
A small texture update before sleeping.
http://img134.imageshack.us/img134/5308/angeltexwip04is7.th.jpg (http://img134.imageshack.us/my.php?image=angeltexwip04is7.jpg)
BiG ToE-3DT
03-10-2006, 07:06 PM
Hellhammer: while in the texture phase, you don't want any lights in the scene, it could throw off your textures end result. Shadows could hide something that may need a fix.
But it does look good.
Hellhammer
03-10-2006, 08:12 PM
Yes of course, in fact while evaluating my textures i use 6 omni lights to kill all the shadows in my viewport and add them myself (there must be an option to not show shading in viewports, but i dont know where it is :P) . I know nothing about texture baking which would probably save me a lot of time in shading, so im just painting everything. I just wanted to test on a render because for some reason i cant get the dumb opacity masks to show there even after your indications so i gave up on that lol, and well im playing with lights also for the light setup for the final render. Any tips for avoiding shadows to kill my shading work on the texture? Ill post the actual texture map when i get home for more crits.
BiG ToE-3DT
03-10-2006, 09:37 PM
I got an idea for baking shadows, if you know how to use the render to texture in Max.
After your done texturing and you feel good with what you got, light your model so that you hide areas you don't like, and whatnot, then select your mesh, open the render to texture menu. It's under the render option in the tool bar. Then towards the bottom of the render to texture menu is an option of which map you want to render. You can pick shadow map. Then select the size you want. Now when you hit render, your model will render out as a uvw unwrap, with the textures and shadows from the light in the scene applyed. If you like what you see, you can make that your texture sheet. And adjust as needed.
Hellhammer
03-10-2006, 10:04 PM
Yeah thats precisely what i don't know how to do lol. I might try it tonight and see how it comes out using the appropriate max tut from the reference files. I will need a kinda generic light setup for this though.. i dont want the character to look all shaded out in the middle of a sunny day or totally lighted while in midst of a dark night :crazy:. Any ideas for this?
V3N0M
03-10-2006, 10:33 PM
Hey, aren't we allowed to use lights in the renders of our character?
defaultalias
03-10-2006, 11:15 PM
been working on this texture in my free time, so all i have done is the head. i was going for an almost stone look. crits are welcome
head texture
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Dead-Angel-4.jpg
Hellhammer
03-10-2006, 11:31 PM
Hey, aren't we allowed to use lights in the renders of our character?
You can light your render, but what i meant is that a texture on a low poly model is supposed to simulate the model shading that would be impossible within a real time engine due to technical restrictions, and anyways a very complex lighting setup might end killing your texture work, as Toe said.
lucashug
04-10-2006, 02:22 AM
default alias,
speed you, a little bit.
i want to see your final model,
i think it will be realy good.
shadowbreeze
04-10-2006, 04:01 AM
so yah i finaly fixed the problem with max it was the new drivers so i went back to the old ones, anyway heres my angel her face is a metal mask and hollow inside hence there being no back of the head a big glow will be coming out of that space and out of the eyes, still alot to do i have so far 1xtexture map 1x normal map, 1x spec map and there will be an opacity map, oh and i hope this image works ??
http://img80.imageshack.us/img80/1746/profiletl3.jpg
Gameless
04-10-2006, 07:48 AM
http://img145.imageshack.us/img145/804/angelwip03ku5.jpg
Wow, everyone's texturing. I got alot of catching up to do!
BiG ToE-3DT
04-10-2006, 07:51 AM
Not to scare you, but yes you do. There is only 4 days left.
Gameless
04-10-2006, 08:05 AM
Well I got the week off from school so it's all good. I noticed the deadline is Saturday 12:00AM GMT... for me that'd be 6PM Friday night then? I live in Toronto, GMT -6, it just got worse for me lol :wall:
BiG ToE-3DT
04-10-2006, 08:49 AM
good news 12 am GMT, is 6 pm saturday. For you.
defaultalias
04-10-2006, 11:08 AM
it's not the best texture in the world, but i just don't have time. i still have to rigg it. oh well... i might do more with it later.
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Dead-Angel-5.jpg
V3N0M
04-10-2006, 04:26 PM
Not the best texture huh? then why do I love it so much?
BiG ToE-3DT
04-10-2006, 07:18 PM
defaultalias: if you find time, try playing around wit the idea of the arms (color) fading into the body, instead to the sharp edge where the two colors meet. Another thing, you siad you were going for a stone feelig, so try adding some cracks, or better yet, take a few pictures of rocks and layer them on top of the texture you got, use oppacity and bend mode in photoshop to make work for you.
obibok
04-10-2006, 08:57 PM
ok i didn't have time to post anyting so heres my progres with my angel im still working on the wings and armour texture tell me what do you think
http://www.deviantart.com/deviation/40854676/
http://tn3-1.deviantart.com/fs12/300W/i/2006/277/0/c/angel_wip_ktorys_tam_z_rzedu_by_obi_bok.jpg
defaultalias
04-10-2006, 09:16 PM
Big toe- good idea. after i rig him, i'll try that out.
V3nom- thanks
gameless- why is your picture so small? i can hardly see it.
does anyone have good advice on using specularity and opacity maps in maya? i don't know where to put them.
V3N0M
04-10-2006, 09:42 PM
You're welcome! I like the originality of your character. As for mine I hope to get it finished on time, I'll post an update. And I don't know maya but if it's anything like max it should be in the material editor along with all the other ones.
AbaDome
04-10-2006, 10:08 PM
Ok, been a while since last update but here goes.
been doing some texturing, and this is how she looks atm.
http://img180.imageshack.us/img180/200/12oe3.jpg (http://imageshack.us)
Spartan-117
04-10-2006, 10:29 PM
just got back from my trip and am going to have a go at making the dead line :hurt:
this time around i decided to use a reference pic for the body as i when doing the last comp i didnt making it hard going proportion wise.
thought i would post what i done so far, with help of a tutorial.
doho cant get the posting to work :grr:
defaultalias
04-10-2006, 11:19 PM
V3N0M- again, thanks. i strive to be as original as posible as often as i can. thanks
Big Toe- i took your idea and ran with it. heres a little update before i go to school. i still need to work on it
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Dead-Angel-6.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Texture.jpg
BiG ToE-3DT
04-10-2006, 11:39 PM
looks good. Real good.
dimitris
05-10-2006, 12:30 AM
hi guys long time no seeing...I know that the competition is about to end and time is precious but i wanna ask a question.
plz somebody help me. i've been working so many days to this project and now i cannot finish it....so this is my problem.i export the mesh to zbrush (followin by the book all the instructions i found) and when i import it and try to make a normal map for it this is what i get.The same corruption happen both to zmapper and the the default programs way to make normal maps.They happen also to the projection masters textures.
http://i98.photobucket.com/albums/l280/yagy/why.jpg
i also post my unwrap in case there is aproblem with it.
http://i98.photobucket.com/albums/l280/yagy/wire.jpg
plz help me i've tried everything to fix it but nothing :cry: :cry:
Klash120
05-10-2006, 12:36 AM
Default Alias, you model is loking awesome :P Can't wait to see the finished model.
Dimitris. Not sure what's causing that, my guess is that you have every other face's normal facing the wrong way. I could be wrong. As for UV's lookis rather good, except for his side there. May caz some strething.
As for me. Started messing with my model a bit more. Decided to change it abit, and make it more stylized/cartoonish. With the deadline nearing & a possibility of moving soon, I'll see how far I can make.
New concept:
http://i55.photobucket.com/albums/g139/Klash120/ConceptUpdate.jpg
and progress so far:
http://i55.photobucket.com/albums/g139/Klash120/Screen_05C.jpg
http://i55.photobucket.com/albums/g139/Klash120/Screen_05E.jpg
http://i55.photobucket.com/albums/g139/Klash120/Screen_05D.jpg
V3N0M
05-10-2006, 12:46 AM
Ha ha , worms fan eh? Holy hand grenade:D
BiG ToE-3DT
05-10-2006, 01:17 AM
dimitris: can I see your normal map, aand I will also need to see your settings for the normal map in the material editor.
Belgianbonzai
05-10-2006, 01:54 AM
Ha ha , worms fan eh? Holy hand grenade:D
thats from monty python first ;)
dimitris
05-10-2006, 01:54 AM
HI toe iwas looking forward for answer thanks for the quick responce here is what you've asked for
these are my default settings
http://i98.photobucket.com/albums/l280/yagy/normalsettings.jpg
http://i98.photobucket.com/albums/l280/yagy/normal.jpg
this what zmapper creates
http://i98.photobucket.com/albums/l280/yagy/normalfromzmapper.jpg
thanks again.
BiG ToE-3DT
05-10-2006, 03:23 AM
everything looks fine, but your normal map is all screwed up. did you unwrap in in max before you pulled it into Zbrush. I would try using max's render to texture to create your normal. You wont get all those holes.
dimitris
05-10-2006, 03:52 AM
I unwraped in max before the exp/import to zbrush the unwrap image is posted to my post in page 44.I cannot fully understand what exactly do u mean when you say to try to create a normal map
from max render???I feel really unlucky :(
thanks anyway man.
BiG ToE-3DT
05-10-2006, 04:15 AM
in max under the render menu is a thing called render to texture. In there you can create your normal map. You will need the high poly and the low poly, in the same file. So becarefull, max could crash on you.
V3N0M
05-10-2006, 04:44 AM
This is just the body, clothes and hair are hidden. And a close up of the head.
http://img132.imageshack.us/img132/2563/angelheadwirezw9.jpg
I need you to comment on the edgeloops of the face(ears and back of the head won't need to be very detailed since they'll be covered in hair).
defaultalias
05-10-2006, 08:05 AM
Klash-looking good. keep it up
V3N0M- just shape it up a bit and add some edge loops on the face. also, look at a reference for the face, your eyes and ears look too high
MonteCristo
05-10-2006, 02:46 PM
hi guys long time no seeing...I know that the competition is about to end and time is precious but i wanna ask a question.
plz somebody help me. i've been working so many days to this project and now i cannot finish it....so this is my problem.i export the mesh to zbrush (followin by the book all the instructions i found) and when i import it and try to make a normal map for it this is what i get.The same corruption happen both to zmapper and the the default programs way to make normal maps.They happen also to the projection masters textures.
http://i98.photobucket.com/albums/l280/yagy/why.jpg
i also post my unwrap in case there is aproblem with it.
http://i98.photobucket.com/albums/l280/yagy/wire.jpg
plz help me i've tried everything to fix it but nothing :cry: :cry:
Before you export, try adding a "Reset X-Form" to reset your mesh. Check your help files for how to do this, it's easy. It may cause your model to turn inside out, that's easily fixed.
Apply a "normal" modifier and then use either flip or unify normals.
Then Reset Xform again.
This should ensure that everything is facing the correct way, and I hope will get rid of your problems.
gyagyagyerek
05-10-2006, 08:05 PM
Halo to Everyone! :wave:
I think there is the time, when i finished and there is my 4 final renders! :halo:
Please tell me if i missed something! Thanks!
http://sovenylaszlo.uw.hu/galeria/angel/render1.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render2.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render3.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render4.jpg
BiG ToE-3DT
05-10-2006, 08:10 PM
gyagyagyerek: you need to take a look at the final Entry thread, read over the first post, it tells you what you need. Then post everything in there.
edit: one more thing, that I just notice, she's looking at me, and the person next to me.
BiG ToE-3DT
06-10-2006, 12:05 AM
just checking, but everyone knows the deadline is MIDNIGHT SATURDAY (GMT) 7th of October right.
check the time zone thread to see when that is for you.
V3N0M
06-10-2006, 12:12 AM
I have to travel somewhere tomorow so I don't know if I'll be able to finish on time(damn, I wiah I had a laptop) oh well, if I don't there's always next time.:)
gyagyagyerek
06-10-2006, 03:04 AM
"...she's looking at me, and the person next to me."
Sorry! I rotated the eyes manually! :wall:
:shy: :shy: :shy: :shy: :shy: :shy:
screen grab of wire frame with poly count:
http://sovenylaszlo.uw.hu/galeria/angel/wire.jpg
uvmap:
http://sovenylaszlo.uw.hu/galeria/angel/uvmap.gif
color texture:
http://sovenylaszlo.uw.hu/galeria/angel/angel.jpg
transparency texture:
http://sovenylaszlo.uw.hu/galeria/angel/angel_transp.jpg
final renders:
http://sovenylaszlo.uw.hu/galeria/angel/render1.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render2.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render3.jpg
http://sovenylaszlo.uw.hu/galeria/angel/render4.jpg
download model (lws/lwo, 3ds):
http://sovenylaszlo.uw.hu/galeria/angel/angel by gyagyagyerek.zip
BiG ToE-3DT
06-10-2006, 03:25 AM
gyagyagyerek:
go here: http://forums.3dtotal.com/showthread.php?t=46277, read the first post, make sure you post everything it asks for, and nothing else, in that thread.. Then, we all can vote for you.
oh, and make sure you use an image host, so we can see the images without having to click.
BiG ToE-3DT
06-10-2006, 03:29 AM
started working on the textures, and then stopped. Now, I'm working on the rigg.
http://i55.photobucket.com/albums/g129/DJBiGToE/fullbodytexturesfront.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/fullbodytexturesback.jpg
freesupra
06-10-2006, 06:28 AM
Defaultalias - love the concept and the model is great, and your updated texturing just makes the model super groovy :)
gyagyagyerek - quite the traditional angel imagery you have there, model is looking good cept for the eyes in the last render :P
Big Toe - that is one freakishly crazy angel you got there, its like something thats mutated out of the rocky horror picture show, great work as usual
i wish i could have participated this challenge alas ... but next time
cant wait to see more finished angels keep up the good work peoples
Hellhammer
06-10-2006, 06:56 AM
I got a problem... for some reason the nose of my girl gets weirdly shaded right on the bridge of the nose. IVe checked a thousand times the texture and there isnt such shade there, neither on the opacity map. Can someone tell me why is this thing getting that ugly dark line right on top of her nose? :hurt: .
BiG-ToE: that looks very cool, the only thing that imo doesnt fit are the shoes. I would expect her more with some kind of inverse ankle (or whatever its called) like a minotaur or something, or something to fit more with her hands really. However, I love those textures! Could we see the texture map? im curious on how you achieved that depth on her legs with the socks :eek: (or whatever they are called lol). I really like the blending you do with your textures as well. One thing though... arent the wings supposed to be seen from both sides?
gyagyagyerek: I think you could pose her in a more striking position, shes got a sword, make her use it! And yeah... that odd eye direction instantly catches anyone's attention :eek: .
V3N0M: Those wings surely look odd, but they are very cool. However, the side view of your model looks very flat :(. Regarding the head, you should evaluate some proportions, they seem very off as they are on that last pic. The space between the mouth and the nose is too long, the eyes go up too much and he doesnt really have a forehead, and he doesnt have lips. However, the edge loops should work, its just a matter of rearranging the face to achieve good proportions.
Dimitris: i hope you can fix your model!
The poblem i have:
http://img291.imageshack.us/img291/2205/weirdshadezo4.th.jpg (http://img291.imageshack.us/my.php?image=weirdshadezo4.jpg)
The difuse texture map so far...
http://img226.imageshack.us/img226/9373/texmap01sl3.th.jpg (http://img226.imageshack.us/my.php?image=texmap01sl3.jpg)
I hope someone can help me with this, that shade is really annoying me :dunno:
BiG ToE-3DT
06-10-2006, 07:09 AM
Hellhammer: check to make sure you don't have any wondering verts that don't belong. If that doesn't work, go into the unwrap and move the center line of the face abit to a side, see if the shading moves.
As for my wings, those images are screengrabs, so the two sided materials don't show up in the viewport.
Hellhammer
06-10-2006, 07:34 AM
Hmmm its weird, the shade follows the verts when i move them :dunno:, and the face is welded on that center line since i didn't want to break it there. It doesnt seem like a shade caused by overlapping verts in the geometry because i just welded all just to make sure and the shade is still there. I move the uvs to see if its that and the shade follows, as if it was part of the texture, but you can on the texture map that there isnt a line on her nose :roll:.
I tried coloring again on the texture but it doesn't do anything. I also tried applying the texture as a flattened jpg to see if there was a random layer causing it and nothing, the line is still there, and whats worse.... i just saw that theres the same problem going on right on her biceps :cry: . I don't know wtf is going on but its really pissing me off :wall:
http://img156.imageshack.us/img156/1817/weirdshade2tm9.th.jpg (http://img156.imageshack.us/my.php?image=weirdshade2tm9.jpg)
Btw, I checked the directx9 driver to see if i could see my opacity maps in the viewport, but for some reason i dont get that rollowt that says directx manager... hence i cant see the opacity maps :hurt: . Do i need any other special configuration for this rollout to display in my material editor? My graphics card is an 256mb ATI Radeon 9250... i dont know if i need something better for that.
BiG ToE-3DT
06-10-2006, 08:02 AM
thats a screen grab right, what does it look like when rendered, also do you have a normal map, I had a problem like that, but the normal map was causing it.
for the oppacity, I don't know, I just changed the driver to the direct x 9.0, and have it setup to run with the hardware instead of the software.
after you get the texture fixed, post a screen grab of your driver settings.
Hellhammer
06-10-2006, 08:24 AM
Well im feeling really stupid now XD.... what was causing the weird shading was the lights i had on the scene. I deleted all the lights for default lighting and the weird shades are gone, i don't know why it happened though, but im glad that it didn't have antyhing to do with my texture.
As for the driver settings:
http://img153.imageshack.us/img153/436/driversetsjd0.th.jpg (http://img153.imageshack.us/my.php?image=driversetsjd0.jpg)
You can see the rollouts that my standard material has, and there isnt any directx manager rollout check the option to see the maps in viewport :(. Thanks a lot for trying to help me man.
AbaDome
06-10-2006, 12:36 PM
Hmm... anybody got any idea what im doing wrong as when i add biped to the charachter with physique and start moving legs they start spinning around like they were twisted...
its not the first time in this problem, last time i got trough it by converting my model to 3ds and the merging it back to max.
just would like to know what to do so i can avoid this...
dimitris
06-10-2006, 01:39 PM
Fixed FIxed FIxed.All the my problem was caused by the faulty placement of my pivot point in max before applying teh symmetry.Thanks anyway.
The due ends at the midnight of Friday or at the midnight of Saturday.plz answer me i got confused with all the calculations
defaultalias
06-10-2006, 01:48 PM
i'm next in line to complain about something! i know most of you use max, but for those who use maya, do any of you know any good tutorials on painting skin weights? the software is acting up and doing some funky stuff when i paint them, like i go back and thier all messed up again and stuff, not cool. i can't seem to fix it.
anyways, since i wasted time with that, i dicided to finish the texture and do some more with the model. going for a "guess who just can back from hell" look. heres an update:
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Dead-Angel-7.jpg
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Texture-2.jpg
EDIT: gyagyagyerek- i downloaded your model, and i really love the structure of your wings. really, it's awesome. but what you did with the UVs is not the best idea. i mirrored UVs to save texture space, and often it's a good idea if done orderly, but the way you have things layed out is utter chaos. i don't want to sound harsh, but you may want to rethink it next time. it leads to some seriously bad texture stretching and loss of control in your texture.
OnyxIdol
06-10-2006, 05:51 PM
I won't be able to finish. Just too much other stuff to do. Maybe I'll finish next time. :wall:
Grashupfa
06-10-2006, 06:58 PM
Unfortunately i won't be able to finish too...i came far, but i've never rigged anything and i am completly screwed...I learnt alot in this competition...Hopefully i will be able to finish next time !!
Good job to all who finished in time.
BiG ToE-3DT
06-10-2006, 07:16 PM
the due date is midnight Saturday, but if more people need it, it can be pushed back to midnight Sunday.
dimitris
06-10-2006, 07:30 PM
Thank you very much man for answering I think i could use the 24 more hours you offer :)
If everybody agrees of course.
BiG ToE-3DT
06-10-2006, 07:32 PM
yeah, lets see what others think, before I change it.
dimitris
06-10-2006, 07:46 PM
Any idea why my model is disappearing from my viewports and the only way to see it is on perspective viewport only in wireframe...
I've tried all the renderers but nothing...
BiG ToE-3DT
06-10-2006, 07:52 PM
when your moving around in the viewport, or just static, sitting there doing nothing, the model goes away.
BiG ToE-3DT
06-10-2006, 07:53 PM
the Due Date has Changed:
Sunday, Midnight GMT. This gives you all an extra day. Use it.
obibok
06-10-2006, 07:56 PM
24 more hours would be nice
dimitris
06-10-2006, 08:04 PM
Thanks for the change!!!
When moving around something isn't right with my vga card i think
it is an Ati Radeon 9800xt pro
Grashupfa
06-10-2006, 08:06 PM
cool...i might finish :)
Hellhammer
06-10-2006, 08:15 PM
That really helps. Weekdays work takes away most of my time and i wasn't able to advance much during the week. I think i could have made it for saturday, but the extra time helps to fine tune the model, specially for rigging.... i suck at it and i think once again ill go with a biped rig with some extra attachments for wings and all.
BiG ToE-3DT
06-10-2006, 08:48 PM
dimitris: if your using max, press O, it will change the settings in the viewport so you can see the mesh while rotating,panning,zooming.
Klash120
06-10-2006, 09:32 PM
+24 more hours? Sweet! X3. *Works on model*
V3N0M
06-10-2006, 11:12 PM
Yay! 24 more hours! I'm writing from someone else's computer right now and I'll be back in town hopefully tomorow. I'll get it finished! Thanks!
defaultalias
07-10-2006, 02:47 AM
Big Toe- 24 more hours, great idea. i was begining to think i wouldn't finish(again). btw, what happened with your texture? she looks real dirty... not the good kind either
V3N0M- you had better hurry.
Klash- looking forward to seing yours finished
PAPABEAR
07-10-2006, 04:36 AM
thats nice! 24 hours more.
hope everybody finish their models.
Klash120
07-10-2006, 04:43 AM
Hey DefaultAlias. About that rigging question earlier. My buddy sez "... rebind and make sure that the maintain max influence after bind is checked off. That should do it..."
Dunno much about rigging, but give that a try : p
BiG ToE-3DT
07-10-2006, 05:00 AM
I'm using the extra time to render, like crazy.
defaultalias
07-10-2006, 09:38 AM
this is driving me insane. Big Toe, can i just pose this thing manualy? i cant get this to work. i'm going to go ahead and do that, so call me on it if it's not ok and i'll figure out something else to do, tomarro. i've lost enough sleep on this already :wall:
Klash- thanks for trying to help, but it's not working. it's probably my fault
OnyxIdol
07-10-2006, 11:11 AM
Yay! I'll continue right now.
gyagyagyerek
07-10-2006, 12:02 PM
Hellhammer & BIG ToE: Eye direction corrected and posted everithing to the Final Entry! :P
Now i'm working on something like a realtime scene! :D
defaultalias
07-10-2006, 03:57 PM
hey! i got it to work. :smug: thanks for the help guys, i feel like such a newb now. i'l have my entry in the final thread saturday night. see you guys there
Klash120
07-10-2006, 10:52 PM
I GOT THIS! Goes into overdrive* It's saturday 2:14 here for me. Planning on getting MOST of the coor maps done then possibly move onto bump or somn X3
http://i55.photobucket.com/albums/g139/Klash120/Screen_06.jpg
http://i55.photobucket.com/albums/g139/Klash120/Screen_07.jpg
@. @
Agent-X
08-10-2006, 12:08 AM
BigToe, for the final entry, what will the deadline time for Pacific standard time? All these time zone things drive me coo coo. Hehe. If ya get respond back to me on that one, that would be most appreciated. Thanks.
Klash120
08-10-2006, 01:03 AM
'Nother update :D
http://i55.photobucket.com/albums/g139/Klash120/Screen_08b.jpg
100% Lighting. Maya Software.
http://i55.photobucket.com/albums/g139/Klash120/Screen_08a.jpg
Final Gather. Mental Ray.
*break time. Lunch* :3
BiG ToE-3DT
08-10-2006, 01:24 AM
Agent-X: I took a look at the Time Zone Thread for you, it has you at 2 hours behind me, so, that means 12 GMT is 9 pm your time. 7 pm for me.
Agent-X
08-10-2006, 03:44 AM
thanks bro, I appreciate it. :D woo hoo, I still have time. Thank god.
shadowbreeze
08-10-2006, 04:39 AM
Go Klash120 Go looking good.
well i,m almost done
http://img221.imageshack.us/img221/2605/beauty2em0.jpg (http://imageshack.us)
Hellhammer
08-10-2006, 06:01 AM
Beautiful texture work shadowbreeze!! The model itself looks very interesting and original :).
Klash120: I think his wings are a bit small if he wants to use them to fly. I like the way his coat is developing :).
As expected im having tons of problems with rigging... i went for a biped with a few attachments, but late ron i want to build a proper skeleton myself for her. However, some bones are stretching weirdlñy and deforming when i move them. I read somewhere that i could reset xform on them and they would stop doing that but when i try it they go in all directions and i end up building the bone chain again...
Hellhammer
08-10-2006, 08:49 AM
Playing around with the skeleton i found that this could be a nice pose, i totally suck at this but im trying something more dynamic. Also the rig still needs a lot of tuning since theres still tons of weird deformations going on due to vaguely tweaked envelopes :hurt: . Also did a bit of extra texture work. Ill go as far as i can now and try to finish this on time.
http://img246.imageshack.us/img246/6889/temptposeyw2.th.jpg (http://img246.imageshack.us/my.php?image=temptposeyw2.jpg)
Agent-X
08-10-2006, 02:03 PM
Here is my latest work in progress. Still lots to do, but I am going to ride this one till the end.
http://aycu14.webshots.com/image/3533/2002843133518960931_rs.jpg
http://aycu13.webshots.com/image/4612/2002823095878209187_rs.jpg
http://aycu11.webshots.com/image/5650/2002841916951324285_rs.jpg
http://aycu17.webshots.com/image/6776/2002838768943198973_rs.jpg
http://aycu13.webshots.com/image/4452/2002816820817973368_rs.jpg
Agent-X
08-10-2006, 02:12 PM
My total polycount for my character in these images is 4,994 Triangles.
Agent-X
08-10-2006, 02:40 PM
Here is a shot of my wireframe and my skeleton for the character. This character has custom controls on the Nurbs curves that I made. The eyes can look around, boobs can jiggle, hair moves around, wings flap, the blades on the wings rotate, and cloth moves as well. She pretty much has everything accept the ability to talk in this case, because I ran out of polygons to spare to create a mouth cavity, teeth, and tongue, if I had the extra polys, I would have thrown those in there as well. :) I hope you guys dig!
http://aycu12.webshots.com/image/5931/2005416613846860703_rs.jpg
OnyxIdol
08-10-2006, 03:36 PM
UVW Layout for body + head.
http://img291.imageshack.us/img291/6442/uvws1dt8.jpg
http://img291.imageshack.us/img291/6529/bodyuvwzr4.jpg
Is there a method to apply a planar map to a selection of Faces without having it stretched across the entire map in the uvw editor???
Agent-X
08-10-2006, 04:03 PM
I know there is a way in maya. In maya I just select the faces I want and then apply the planar map to those faces And you can piece the uv shells back together or have that be a seperate uv shell. If you are using max, I am sure theres got to be a way. I cant imagine there not being. If you are using max, or another 3d application, I am sure one of the other users might know or you can always look it up in the help menu of your 3d application. I hope this helps.
defaultalias
08-10-2006, 04:24 PM
well, i'm done. thanks guys for all the encouragement and help. i learned so much. thanks, and good luck everyone.
btw, just wanted to show off the rig i made. excellent learning experice here. a lot of those locators are for the
individual rotations of each of the metal rings on his wrist, ect. crits are welcome even if post deadline
http://i70.photobucket.com/albums/i101/defaultalias/Dead%20Angel/Final/Rig.jpg
OROCHI
08-10-2006, 05:16 PM
Nice rig! I really like your model too...but maybe you can manage to improve your textures before the dead line.
BiG ToE-3DT
08-10-2006, 07:13 PM
Is there a method to apply a planar map to a selection of Faces without having it stretched across the entire map in the uvw editor???
In Max 7 and 8 when your unwrapping, there is a list of unwrap options, one being planar map. When you apply it, it will, at first, stretch it to fit the unwrap box, but then you just scale it down and make any other adjustments that are needed.
OnyxIdol
08-10-2006, 07:59 PM
Thanks for the replies. But I was looking for a trick to keep the Aspect ratio of the Selection while applying a planar map so i don't have to rescale it afterwards.
Agent-X
08-10-2006, 08:57 PM
I dont think there is a way around that, I believe thats the same with all 3d applications, since your model already has uvs, the 3d application is basically doing a bran new projection for those selected faces. Its not that difficult to scale em down and match it up with the rest of the uvs. just scale em down to match the common edges from the other uv shell. I hope that does the trick. :)
BiG ToE-3DT
08-10-2006, 09:12 PM
finished:
http://i55.photobucket.com/albums/g129/DJBiGToE/WinningPose001-1.jpg
more can be found in the final thread.
default great job :D...i got a feeling you gonna win :P
V3N0M
08-10-2006, 09:39 PM
I just thought of a way to view your textures on your model without worying about the lights. Just set the self illumination to maximum, dunno if someone else thought of it before. talkin about that I'm doing most of my textures just with a quick Zbrush so it will be a mess, sorry in advance.
MonteCristo
08-10-2006, 11:52 PM
Well, looks like my weekend of cramming to finish has been interrupted once again by unexpected visitors, so I won't get to finish this time either. Still I'll be dropping a thread in th elow-poly section as soon as I'm done. Good luck with the comp guys! :D
Oh, good news though. I got that job I was looking for. Off to jolly old Scotland for me! :)
BiG ToE-3DT
09-10-2006, 12:05 AM
could you at least give us a taste of what your working on. Just a little taste, something to hold us over till dinner time.
defaultalias
09-10-2006, 01:46 AM
congatulations monte. i'm interested too
thanks bbox. i was hoping you would finish this one.
V3N0M
09-10-2006, 03:40 AM
That's it, I'm giving up! time's up for me! I couldn't finish on time. But I learned a lot! this was actually my first "successfull" character, the others had flaws and didn't animate too well. Now I'll just have a bit more fun with it, I'll make a proper texture and rig and post it in finished works. Hope you guys will come and see it.
BTW Can I still vote?
dimitris
09-10-2006, 04:05 AM
After having finished on time i feal such a big relief and i wanna write afew words...
1 Time when you need it is never enough
2 At first i was thinking that the worst part of modelling was unwrapping....the i came the rigging....
I wana say i big big thanks to everyone for helping me especially BIg Toe and hellhammer who answered to my question everytime.
Finally i wanna thank averybody who gived me the oportunity
to learn so much...
DiMiTrIs
dimitris
09-10-2006, 04:26 AM
this is my modelling helper....
http://i98.photobucket.com/albums/l280/yagy/glaukimegyali.jpg
V3N0M
09-10-2006, 04:31 AM
So that's why your models suck! just kiddin'
Cute dog!
Good thing you finished, I didn't:(. And I really hoped evil would have...
What breed is that?
dimitris
09-10-2006, 04:50 AM
thanks for your good comments at first:)
It's a FRench Bulldog.
have you seen my entry?
BiG ToE-3DT
09-10-2006, 05:49 AM
yes, you can vote, everyone can vote. So tell everybody you know to stop by.
shadowbreeze
09-10-2006, 11:00 AM
hey just a little up date heres my character running around in UT2004
the screen grab is not that good but, you get the idea :wave:
http://img221.imageshack.us/img221/9264/ingamekf1.jpg (http://imageshack.us)
defaultalias
09-10-2006, 12:08 PM
dude, thats neat. i think i'm going to do that now, great idea
Agent-X
09-10-2006, 02:05 PM
Final shots just for the hell of it and to have fun.
http://aycu18.webshots.com/image/3177/2005469004820659480_rs.jpg (http://allyoucanupload.webshots.com/v/2005469004820659480)
http://aycu37.webshots.com/image/4156/2005475932435142132_rs.jpg (http://allyoucanupload.webshots.com/v/2005475932435142132)
http://aycu37.webshots.com/image/3636/2005429891889144646_rs.jpg (http://allyoucanupload.webshots.com/v/2005429891889144646)
http://aycu24.webshots.com/image/4943/2005446520646351142_rs.jpg (http://allyoucanupload.webshots.com/v/2005446520646351142)
http://aycu11.webshots.com/image/5250/2005493294138497244_rs.jpg (http://allyoucanupload.webshots.com/v/2005493294138497244)
http://aycu16.webshots.com/image/5175/2005460228519910307_rs.jpg (http://allyoucanupload.webshots.com/v/2005460228519910307)
http://aycu27.webshots.com/image/4306/2005450354013596178_rs.jpg (http://allyoucanupload.webshots.com/v/2005450354013596178)
http://aycu36.webshots.com/image/4675/2005445440878096957_rs.jpg (http://allyoucanupload.webshots.com/v/2005445440878096957)
http://aycu05.webshots.com/image/4484/2005494653715018173_rs.jpg (http://allyoucanupload.webshots.com/v/2005494653715018173)
Thanks for an awesome contest, you guys rock.
Klash120
09-10-2006, 09:07 PM
So. yeah. Didn't finish ; .;
With the other projects i've had going on, plus a trip to VA...
my time's been spent. Was planning on giving it my all over the weekend, but like MonteCristo...my weekend's been thwarted by unexpected visitors Xp.
*sigh* SO, with that. I've decided to give myself my own deadline. I'd like to see this model finished (at least ONE of my many projects finished >,<) possibly try some normal maps n stuff.
defaultalias
10-10-2006, 12:50 AM
cool klash. post it up in the realtime forums when our done. i still have some projects to finish too now.
PAPABEAR
10-10-2006, 12:18 PM
just want to ask, when you do normal map, is it OK to do it part by part?(head, arm chect etc.) then arrange it an a single map?
BiG ToE-3DT
10-10-2006, 06:33 PM
just want to ask, when you do normal map, is it OK to do it part by part?(head, arm chect etc.) then arrange it an a single map?
you could, but it's not the best idea. When you move around the normals to all fit into one map, you will need to do the same for the uvw's. I=f it doesn't match up perfectly, it will be off, and there will be seems all over your model.
Agent-X
10-10-2006, 08:53 PM
PAPABEAR, what I do is I duplicate my uv maped low res model then I create my highres detail on the duplicate, then I will bake the normal map capturing the details from the highres model, on to the low res model or I will take my model into zbrush by exporting as an obj file and doing my detail in zbrush and then exporting out a normal map that way. The third alternative is to paint a bump map inside of photoshop and use the nvidia normal map filter inside of photoshop to create a normal map. you can also take your color texture and turn that into a normal map too. There are some layering tricks in photoshop you can use to get more detail prior to getting your normal map as well, such as having your texture in grey scale and then say you want to paint bumps or extra details, you can have a layer above and possibly play with the layer settings like multiply, overlay , and so on, then flatten your image in the end and make a normal map from that. Those are my tips for the day. Hehe, I hope that helps. Cheers.
Grashupfa
10-10-2006, 08:54 PM
Hm...how did you import your model into UT2k4 ?
Could you post/link to a simple tutorial?
shadowbreeze
11-10-2006, 03:13 AM
hey Grashupfa, this is one of the best explained and easiest to follow tuts i have found and its a four part video and you can download the file he use's so you can examine it
http://www.rallyrays.com/rallyHomePage.htm
oh and if he happens to be cruising this forum
THANKS FOR THIS TUTORIAL made my life easier :dance:
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