View Full Version : Comp 11 ---****(Gate Keeper)****---
BiG ToE-3DT
07-12-2006, 05:31 AM
Tetsuya: did you even read his post, before you said that?
Robbiek1000: sorry, never used that option before.
Tetsuya
07-12-2006, 06:03 AM
I thought that questions such as his, belongs in the Modelling, Lighting & Rendering Help section, and this was to be kept inside the context of the the contest, forgive me if I am wrong than =P
yokunaru
07-12-2006, 06:22 AM
Tetsuya = Robbiek1000 is a contestin thous asking a techincal question that helps with his wip does in fact follow the contest rules. Dont be so hard up about things of this nature. Relax and enjoy getting better.
polysmooth
07-12-2006, 06:28 AM
http://i132.photobucket.com/albums/q26/polysmooth/badman.jpg
I know i've done a few sketches now but because i believe this is the most vital part I had to be happy with my concepts. Started modeling this guy today and I will post some pics soon. They will all be hi poly at first until I create the normal maps.
Robbiek1000
07-12-2006, 08:11 AM
yeah, sorry should have specified it was for this contest....
BiG ToE-3DT
07-12-2006, 08:26 AM
started working the head, can you guess what this "thing" is?
http://i55.photobucket.com/albums/g129/DJBiGToE/004-5.jpg
I finished samurai concept and start work on model. Here is wip picture.
http://img178.imageshack.us/img178/3535/inpwwip02ma2.jpg
V3N0M
07-12-2006, 01:51 PM
Big Toe, he looks very cartoony, I can't seem to remember your concept so I don't know if you're on track.
Robbiek, I don't really know what you're talking about..., please elaborate.
Pixelgen
07-12-2006, 05:14 PM
Big Toe
Looks good. But I haven’t a clue on what it is, he looks like some kind of cartoony army guy/pig. Looks as if he has a hot potato stuck in his throat...
Polysmooth
Nice Concepts, but your drewing looks very hi-poly...
Robbiek1000
07-12-2006, 08:22 PM
Big Toe- he reminds me of that vulture from the old Warner Brothers cartoons! haha..awesome!
sabah_nur
07-12-2006, 09:16 PM
this is what im modelling off of
http://www.deviantart.com/deviation/44334160/
this is the current state of the model (gona make body first then use underlying mesh to refrence articles of clothing so that it deforms nicely during animation...i hope) :p
http://www.deviantart.com/deviation/44335061/
ttyl
and for all those using max with zbrush .. make sure to grab the max 8 preset so that when u bake your uvs you dont have to flip them vertically b4 export
gl n hf
Done with head. 752 poly spend.
http://img114.imageshack.us/img114/5820/inpwwip03wm9.jpg
Gamesaint
08-12-2006, 05:18 AM
Small Update on the Keeper. I made his hands larger with an even larger Index Finger. Thought this was kinda like a raptor that has one toe bigger than the rest. Anyway I may go to the head and face next and or his weapons. Let me know what you think... GS out.
http://img207.imageshack.us/img207/8092/newclaws2tv7.jpg
BiG ToE-3DT
08-12-2006, 07:11 AM
Gamesaint: or you sure you want his arms to be so flat like the way they are now. Rounding them out, couldn't hurt. His hands are pretty flat too. You might want to look at that as well.
D-train
08-12-2006, 09:40 AM
hello, peace to the cyber world. here is a little up date,I think it ok but I have ways to go. I'm not trying not to get to detail with the statues but at the same time I want them to be pleasing to the eye. On my sketch I had them holding the tourch together, Im thing about changing it because of the time factor but I'll figure it out by the weekend. hey randize, on the statues polycount Im under 2000, also randize I truely like that model very slick and cool. everybody work on this forum is like wam bam,a total knock out. Until then everybody keep working hard, peace.................
http://img88.imageshack.us/img88/3783/theenvorstautesve9.jpg (http://imageshack.us)
BiG ToE-3DT
08-12-2006, 09:43 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/008-2.jpg
D-train
08-12-2006, 10:15 AM
big toe that model is looking cool and funky
hobodactyl
08-12-2006, 10:54 AM
Is it okay to have nudity in the piece? I couldn't find anything about that. Thanks!
defaultalias
08-12-2006, 11:17 AM
yeah, nudity is fine. last time in the angel competition, half the entries were nude. if it's a dude though, you may want to think twice, and put a loincloth on him.
Randize
08-12-2006, 04:06 PM
defaultalias: lol man, that made me laugh!
Big-ToE: I have a question, are you going to leave the belt (or whatever is around its waist) as it is now? If so how are you going to texture it? Cos' I have similar situation here. I thought it would be tons easier if there's a quick way to do so, I don't feel like attaching mine as they have so much difference in poly count.
Inpw: Hey, looking real low poly for a human face, nice job. But his mouth is too wide to be handsome :) But I'm sure you intend to make him that way.
polysmooth: Looks like you are going hardcore on the keeper :D
sabahNur: We got Roman theme, and then Medieval theme, Arabian, Futuristic, Fantasy, aah what more... Just bring it on ya'll!! :dance:
D-train: Thanks! I'm looking forward for your gate!
At last, I have time to focus on my model I thought, but my cousin had just past away and unlike western countries, our funeral take days or so. Pretty sorry for not being able to show my WIP. But please keep it up guys, you guys rocks.
BiG ToE-3DT
08-12-2006, 07:52 PM
Big-ToE: I have a question, are you going to leave the belt (or whatever is around its waist) as it is now? If so how are you going to texture it? Cos' I have similar situation here. I thought it would be tons easier if there's a quick way to do so, I don't feel like attaching mine as they have so much difference in poly count.
Yeah, I'll be leaving the belt the way it is, then attach it to the rest of the mesh. There will be like 6 seperate meshes, but all will be attached for the texture map.
If you have any questions, just ask. I'm sure someone will know the answer. :dance:
sabah_nur
09-12-2006, 12:09 AM
heres an update on the model..
http://www.deviantart.com/deviation/44395880/
big toe.. your model reminds me of platigues last short: fallen art. got inspired by it?
My 4-th wip. Done with torso.
http://img47.imageshack.us/img47/4452/inpwwip04ew0.jpg
Randize thanks for observation. Mouth are realy too wide and I change it.
Tetsuya
09-12-2006, 02:13 AM
http://i18.photobucket.com/albums/b132/windreaver6/testrendercopy.jpg
still working on it >.> I can probally lower it to 2.4k polycount but I want to do it after I rig it
BiG ToE-3DT
09-12-2006, 04:45 AM
sabah_nur: I haven't seen the animation, but yes, I see what you mean.
BiG ToE-3DT
10-12-2006, 03:27 AM
changing the model abit, to make it more my own:
http://i55.photobucket.com/albums/g129/DJBiGToE/012.jpg
platypus_green
10-12-2006, 03:59 AM
Thought I should post the image planes before starting modelling.
http://img157.imageshack.us/img157/2644/imageplanes01bcy6.th.jpg (http://img157.imageshack.us/my.php?image=imageplanes01bcy6.jpg)
Most of the details are final but some may change during the modelling stage if I figure out a nicer way to do things.
hmm... 3 weeks left. Not that much time left for modelling.
MostlyToad
10-12-2006, 04:02 AM
Is it alright if I add another character as part of my gate model? thinking about having someone breaking in.. not sure if I really want to do it yet.
Sshot of my keeper concept model:
http://www.box.net/public/static/15l0m76d00.png
Pixelgen
10-12-2006, 04:43 AM
Ha what’s up with your guy. He looks as if his just been NUKED and his flesh is melting away.
:eek: :eek: :eek:
Gamesaint
10-12-2006, 05:53 AM
Here's a small update. I rounded off the arms and hands, enlarged the Index Finger/claw and started the head. I feel I have a good start on the head but am not sure if its proportioned right, as I dont have a real snakeman to go by...Gonna cut the mouth and make fangs later after I get the shape of the head right. Any crits or advice very welcome. Thanks! GS out.
http://img216.imageshack.us/img216/6681/snakeheadus3.jpg
MostlyToad
10-12-2006, 07:39 AM
Ha what’s up with your guy. He looks as if his just been NUKED and his flesh is melting away.
:eek: :eek: :eek:
Yeah.. he is still pretty blobby.. this model is pretty much a base to draw a new mesh on..
Gamesaint
10-12-2006, 08:00 AM
Another head update with the teeth and fangs. Let me know how this looks... GS out.
http://img177.imageshack.us/img177/1073/snakeheadfangswo1.jpg
http://img186.imageshack.us/img186/636/snakeprofileub9.jpg
BiG ToE-3DT
10-12-2006, 08:46 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/016.jpg
sabah_nur
10-12-2006, 11:03 AM
yah wow, the resemblance is remarkable
http://features.cgsociety.org/stories/2005_1/fallen_art/soldier_figure.jpg
heres an update on my model.
the small pic is not showing for some reason but just click n the larger will show np.
http://www.deviantart.com/deviation/44479999/
ttyl
Coridium
10-12-2006, 05:50 PM
Hi everyone,
Due to being very ill over the last 3 weeks or so and it getting near christmas (I have to travel 100's of miles home for christmas, where I have no computer, lol) there is no way I'm going to finish this challenge.
i will complete my entry and post it on the forums some where but will not be done until 2007 sometime.
Goodluck to everyone!
BiG ToE-3DT
10-12-2006, 06:40 PM
sabah_nur: yep, I'm using that as the basic concept. But I think for the gate, a bunch of dead bodies tossed from a ledge, just wont do.
Manni
10-12-2006, 09:55 PM
@big-toe: real cool concept and modeling ;) i love it
for myself: started with normal mapping the whole scene, poly count is about 6850 tri's, but there are not too much places left to spend the polys except the surroundings. I'm quite having problems normal mapping the stone walls in a reasonable way, but i think it might have to do...
i hope to have a bit more time tomorrow so that i can comment on all the other great work around here
manni
http://webdepp.sense-net.at/~manni/manni_images/screen17.jpg
http://webdepp.sense-net.at/~manni/manni_images/screen18.jpg
BiG ToE-3DT
10-12-2006, 10:56 PM
Manni: I'm glad you like my model, but the concept is not my own. Some one else made drew that.
Grashupfa
11-12-2006, 12:07 AM
nice models so far, i wonder if someone here is using maya for their low poly models? If so, how do you attach normal maps, i am having alot of problems with that (created one in zmapper)... :grr:
frostsnake
11-12-2006, 12:29 AM
nice work everyone!!
platypus_green-just wanne say that your drawing skils look pro, and that your concept + front/side.. kick serious ass! looking forward to some wires :)
Done with legs, still working on arms. Palms are my permanent head ache.
http://img167.imageshack.us/img167/9245/inpwwip05vd8.jpg
C&C please.
BiG ToE-3DT
11-12-2006, 03:37 AM
Inpw: right now, the body looks short. Everything seems to be right, but the head is too big and it's making everything else look small. Also take a look at the biceps, they are way to buldged out, and there seems to be some double edges where the pants meet the stomach.
Randize
11-12-2006, 05:36 AM
Just a quick question here, should I texture first than rig or the other way?
3Danny
11-12-2006, 06:30 AM
I usually texture then rig Randize, but don't think it really matters though. Most rigging tutorials I have watched had the model already textured.
Randize
11-12-2006, 07:32 AM
Thanks, I'm just wondering if I were tweak some geometry and spoiled the UV map or will the map update along with the tweaking.
Anyway if that's the case, I'm going start texturing now.
BiG ToE-3DT
11-12-2006, 08:25 AM
texturing takes alot longer to do than rigging. So use as much time as you can texturing, then when your happy with that, rigg it, pose it, render out a few final images.
Randize
11-12-2006, 08:48 AM
Another question, do we have to post texture sheets?
Cos' those who work with Zbrush could skip UV mapping by texturing their model straight from Zbrush using the normal and displacement map.
defaultalias
11-12-2006, 09:09 AM
yeah, texture sheets are mandatory, reason being is that you will be judged on it.
Randize
11-12-2006, 10:58 AM
I see, thanks defaultalias.
Just before I start baking texture for my character. I made a WIP for my gate which I'd managed to trim the tris down to 3240 from 4384 using the technique you all suggested, the smoothing group!! Thanks again.
I'm now learning to make UV map.
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/gate_wip02.jpg
freesupra
11-12-2006, 04:33 PM
Been working on the keeper in last couple days, very slow progress though as being away from my desktop and stuck on older laptop whilst in hong kong for christmas... yay! Im happy with how its turning out, once i get everything in shape i will add a bit more detail me thinks. Still got alot of polys left to go as ive set aside 6K for the character and 4 for the scene
anyways heres a screengrab of the model so far
http://img80.imageshack.us/img80/900/tolltrolltrollwipmy9.jpg
Randize - Gate is looking good so far, alot less polys which is good so you can expand the base area some, i really want to see how the textures wil look :)
Inpw - yeah i know what you mean about hands, they are the bane of my 3d existance :P, but the model is looking good so far. Some points for improvement would be the bicep areas like big toe mentioned, the shoulder blade areas need to be given some more volume so the back doesnt look so flat, and the feet need to be given some more height at the toe and brought in nearer the ankle area. Pretty solid looking mesh otherwise, keep up the good work
Big Toe - really great model so far, im interested in seeing what you do for the gate for this one
Klash120
11-12-2006, 05:06 PM
Look'n good so far freesupra. Very clean & optimized. Captured his silouette quite nicly. Think we can get a close-up wire of the face? -FC3
freesupra
11-12-2006, 06:24 PM
Klash120 - thanks for your kind words, sure thing heres a link up close and personnal (http://img96.imageshack.us/img96/6195/tolltrolltrollfacerq3.jpg)
would post direct link but its a bit big :)
Klash120
11-12-2006, 08:04 PM
hello again freesupra. Only thing I can see right away is how his nose pinches
where the yellow arrow is. I think modeling/adjusting the egdes so the 'lump' flows into the main part of the nose. Think that'll give it a nicer flow.
Also, the edge flow of his mouth/laugh line needs slight adjustments (having the mouth looping and laugh line as shown in red will give him better deformations if you decide to animate/talk :D).
http://i55.photobucket.com/albums/g139/Klash120/CC_01.jpg
notes drawn in MS PAINT! (No accsess to PH ; .;) > ,<
Grashupfa
11-12-2006, 09:48 PM
I see, thanks defaultalias.
Just before I start baking texture for my character. I made a WIP for my gate which I'd managed to trim the tris down to 3240 from 4384 using the technique you all suggested, the smoothing group!! Thanks again.
I'm now learning to make UV map.
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/gate_wip02.jpg
Good job Randize!
Keep going i like it so far :wave:
[D.KR]
12-12-2006, 12:29 AM
Hi guys!
I was interested in this comp. And I decided to participate.
The idea is make a desert island where gate to keeper is the pirate protecting your treasure in a cave (the gate).
It was maked in anim8or. But the final render is going to be made in 3DMAX.
This is the sheet:
http://img476.imageshack.us/img476/8357/digitalizar0001lg6.jpg
The wires:
http://img353.imageshack.us/img353/8140/pirata004sf4.png
And a simple render:
http://img361.imageshack.us/img361/3038/pirata003hb6.png
It's no much, but have style.
…
Sorry you guys but my english is not too good. I'm a brasilian, and I dont speak english... (SAVE THE GOOGLE TRANSLATOR!!!)
:roll:
OK, now can criticize. ;P
Manni
12-12-2006, 01:17 AM
hehe, love that dwarf ;)
i've finished working on the normal map for the dragon and spent some time tuning the things for the kiosk. i want to get to texture drawing as soon as possible, but unwrapping takes it's time...
http://webdepp.sense-net.at/~manni/manni_images/screen19.jpg
http://webdepp.sense-net.at/~manni/manni_images/screen20.jpg
Thanks, BiG ToE-3DT and freesupra, I tryed to follow your advises and also create palms and some clothes. Here is update.
Projections view:
http://img156.imageshack.us/img156/3507/inpwwip061qi7.jpg
Closer view:
http://img169.imageshack.us/img169/9017/inpwwip062ia2.jpg
Unfortunatly the time is running out and I'm think, that finished work with mistakes better than any kind of unfinished model. So I may ignore some light mistakes.
Manni - I'm like your concept, this dragon is quite smart :)
yoyomon
12-12-2006, 02:32 AM
Hey all, I think I'm gonna enter the contest too, though I only have about three weeks left. I'm seeing some pretty cool stuff, especially loving your's Manni. I'll post up a concept peice soon but any 3D stuff won't happen till sometime next week.
[D.KR]
12-12-2006, 03:53 AM
A little render.
http://img120.imageshack.us/img120/6133/pirata010yd1.png
…
:roll:
Randize
12-12-2006, 06:00 AM
[D.KR]: Yes, so much in style. But it's really nice of you to participate our contest here even though you don't speak English.
Inpw: Nice going! How much tris is there? A few things I wanna pin point, hope you don't mine buddy. The palm can be a little wider, and so as the knee can be a little higher.
Manni: That's so cool man, could you tell me how you are going to place the bump map on your UV map? Do you just cut and place it or is there any way around?
yoyomon: Welcome pal!
Grashupfa: Thanks! I'm liking yours as well! :D
Well guys, there's 20 days left! Don't forget to consider Christmas, you can't spend too much time on your work, go spend your time with family. So use your time wisely, because I'm hoping all the participants to complete their work. Good luck!
Gamesaint
12-12-2006, 07:34 AM
Finished my Gatekeeper mesh and now Im playing around with this Idea for a gate. These Sword collumns I thought might be appropriate for that Fantasy kind of look. I guess I will see how this gate Idea develops. Ok any advice, crits and comments welcome. GS out.
http://img185.imageshack.us/img185/2821/snakeswordgateey5.jpg
defaultalias
12-12-2006, 08:16 AM
2129 tris? wow, thats low, too low almost. seeing as how there are a lot of wasted polys on the top of those swords, on the hands, and the head, i think your counting faces, not tris. also, watch those n-gons (5+ sided faces).
BiG ToE-3DT
12-12-2006, 09:55 AM
Gamesaint: it's true, you got alot of crazy poly's going on. For a game, you want 4 sides and 3 sides. That is it. So looking at the snake guy, you need to go in and fix a few areas. Also like Defaultalias said, you using way too many tris in the tops of those sword looking things. Not to mention the 5 sided poly you got going at the top. Last, make sure your counting tris. Your count seems off. Change your model to a editable mesh, then check the count.
Randize
Thanks. As I rememeber there are about 3,5K tris, with 750 tris for gate give me alot of free polygons. Perhaps I don't use them all.
Thanks for advise. I'll try to fix this problems.
yoyomon
12-12-2006, 01:02 PM
My model is about forty percent done. I was going to post the concept I made at school but the file was corrupted when I brought it home. I'll wait until the next update to post it up. Here's what I've gotten so far though.
By the way, can anybody tell me how to capture the image in the image viewer in Maya? I'd like to get some feed back on my mesh.
http://img83.imageshack.us/img83/4231/wip01fu1.jpg (http://imageshack.us)
Manni
12-12-2006, 01:21 PM
@yoyomon: just press the "print" key to make a screenshot and paste it into an empty image in paint or photoshop
BiG ToE-3DT
12-12-2006, 07:20 PM
yoyomon: "print screen", on the keyboard.
[D.KR]
12-12-2006, 10:00 PM
[D.KR]: Yes, so much in style. But it's really nice of you to participate our contest here even though you don't speak English.
Thanks! Your text motivate me to continue it.
:)
http://img526.imageshack.us/img526/3289/albatroz003dm3.png
I dont know the name of this bird. Then I placed the name of it in Portuguese.
Not is a gull. It's a other sea bird...
;P
The CANNON:
http://img461.imageshack.us/img461/2679/cannon003nu8.png
…
Thanks guys!
;P
Kalango
12-12-2006, 10:14 PM
Next COmp i'm in!!! you will see my great power, MUWAHAHAHA!
kiding....i'm finaly on vacations...so...finaly!
btw realy nice models arround here....cant wait to join next comp...c you guys later!
Klash120
13-12-2006, 12:42 AM
Hmmm. It's quite the same in english.. "albatross" :p w/o the Z. I like the style of the bird, very stylized :D
Pixelgen
13-12-2006, 03:14 AM
Inpw
Your main guy looks great. Can you do a T-smooth on the character, I just want to see want he would look like in Hi-REZ...
[D.KR]
Real low, no more then a few hundred. But I love it, great style...
yoyomon
13-12-2006, 03:35 AM
Cool thanks Manni and Big Toad 3DT
Alright, I managed to find my concept piece.
http://img218.imageshack.us/img218/898/woodelfflattendresizedhw8.jpg (http://imageshack.us)
[D.KR]
13-12-2006, 03:36 AM
Hmmm. It's quite the same in english.. "albatross" :p w/o the Z. I like the style of the bird, very stylized :D
LOL!
:P
In the next render I arrange the name.
:)
[D.KR]
Real low, no more then a few hundred. But I love it, great style...
Thanks! But now, all the model, have a 3000 or 4000 tris (I'm making the island…)
:)
since I spoke in the Island. Here it is:
http://img245.imageshack.us/img245/6724/theisland003er6.png
:) Very sugestive names...
…
Thanks guys! I'm modelling for you.
:haha:
Animaleante
13-12-2006, 04:50 AM
Yo [D.KR]...where are u from man?..Brasil or Portugal?...anyway..nice style!!!!...and the bird looks awesome!!!
Randize
13-12-2006, 05:47 AM
Hey, guys, I've got a question for anyone that can answer it for me. I was wondering if there was a blend filter option for the mental-ray renderer...similar to the filter for the default scan line...and if so, how do I find it and make it work. Heres an example of the blend filter...if your not to sure of what im talking about. Xila17 has a prime example of the blend filter!
http://i88.photobucket.com/albums/k187/Robbiek800/Beautyshot.jpg
If anyone can help or needs further explanation of what im talking about let me know, thanks!
I found this while learning how to texture and I assume it used default scanline renderer. Seems like a good technique, but I don't know whether it'll work with mental ray renderer.
http://www.3dluvr.com/content/article/54
Gamesaint
13-12-2006, 06:36 AM
@BigToe3dt: Ok here are two screens... One is the model converted to an ediable mesh. The polygon counter shows 3112. The other screen is an editable poly and of course the poly counter is at 1602. Now when its an ediable poly then you have to double your count to get the correct Tris count... So when the model is editable mesh then is the counter counting polys or Tris??? Please explain.. Btw I did try to fix some of those crazy polys. GS out.
http://img296.imageshack.us/img296/5854/snaketriszp8.jpg
http://img218.imageshack.us/img218/1703/snakepolysqc1.jpg
BiG ToE-3DT
13-12-2006, 07:02 AM
Gamesaint: for some reason, your counter is set to count poly's, so when your character is in editable poly, the counter only counts the 4 sided poly's. So in order for you to get the tri count, you will need to change your character to editable mesh. This will count the tris for you.
Hellhammer
13-12-2006, 07:54 AM
After days of non-stop work i might still be able to do something for this comp :P. Im not very sure if ill finsih but i want to at least try. Depends really on spare time, which i don't control :dunno: .
So here's a pretty near-finished concept of the mafia bodyguard i want to do. Her name is Nerezza (meaning darkness according to some dumb site i found browsing for italian names... lol).
http://img148.imageshack.us/img148/7079/nerezzaconceptwip01cl5.jpg (http://imageshack.us)
3Danny
13-12-2006, 09:04 AM
Nice concept Hellhammer, left breast looks like it could be a bit bigger, but it is minor. Love it.
Pixelgen
13-12-2006, 03:06 PM
[D.KR]
Its coming on well, keep going cant wait to see your finished piece...
yoyomon
Your concept work looks great, a lady robbin hood...
Hellhammer
She looks looks like she eats men for breakfast with her weap and leathers, nice work mate...
[D.KR]
13-12-2006, 03:32 PM
Yo [D.KR]...where are u from man?..Brasil or Portugal?...anyway..nice style!!!!...and the bird looks awesome!!!
WOW!
Brasil! Also in Paraná!
:P
I'm happy in seeing a other brazilian here.
:)
[D.KR]
Its coming on well, keep going cant wait to see your finished piece...
:D
Me too.
lol
…
Today not have a new renders... sorry guys!
…
Hellhammer
13-12-2006, 04:19 PM
Thanks for the comments guys. She´s pretty much what i was looking for, and i finally nailed it down after 3 attempts (which i totally hated :P). Ive started working on the mafia house front gate. A classical-looking house :).
http://img147.imageshack.us/img147/4073/mafiagatewip01fa2.jpg (http://imageshack.us)
Im looking for ways of optimizing those columns. Perhaps ill delete the edgeloop that goes in the middle, but i wanted to try to keep it since classic columns aren't totally flat. Ill decide that as the project advances. Currently at 1572 tris.
[D.KR]
13-12-2006, 05:38 PM
http://img184.imageshack.us/img184/210/theisland006nd7.png
Only the island have a 344 tris.
It's a nice number!
:)
…
Randize
13-12-2006, 08:43 PM
I have done mapping the UVW of my character but not completely. I purposely leave the other limbs untouched because I thought there's another quick way to copy the UVW map from the other limbs which I had done.
Would anyone mind helping me with my problem? Below are my WIPs. Thanks! Ignore the disproportion of the map, I'm planning to fix that later cos' it's late night now.
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip06.jpg
BiG ToE-3DT
13-12-2006, 08:55 PM
Randize: not a problem. Delete the arm and leg that you don't want to unwrap. Then make sure everything else is unwrapped, with no stretching.(you have stretching in the chest/torso). Ok, now save your uvw's. Collapse the uv's so that they are saved to the mesh. Now in poly mode, select the poly's of the arm, copy it, flip it over to the other side. Then attach it so that it is apart of the base mesh. Now all you need to do is weld the verts. Do the same for the leg.
Randize
13-12-2006, 09:15 PM
OMG! Thanks Big ToE!
Off to sleep now :D Thanks again!
Robbiek1000
13-12-2006, 11:23 PM
Heres some WIPs of my texturing....let me know what you guys think...open to suggestions!
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest%2011/Texture_WIP_front.jpg
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest%2011/Texture_WIP_back.jpg
http://i88.photobucket.com/albums/k187/Robbiek800/LowPoly%20Contest%2011/Texture_WIP_closeUp.jpg
Thanks
Gamesaint
14-12-2006, 01:41 AM
@Robbiek: Oh man those textures are awesome. I think that is a very good look for that character. Would like to see them with a bit of lighting. Very cool... GS out.
Here is small update: add some armor, clothes. Weapon is added just for examle, I'll use another, may be kind of spear.
http://img282.imageshack.us/img282/3774/inpwwip07do3.jpg
Robbiek1000 - I'm like your texture, but for now it seems too flat for me. May be it's a good idea to add some lights and shadows or even normal map.
Robbiek1000
14-12-2006, 03:25 AM
Thanks for the suggestions on the lighting...The textures used to have a lot more highlights but I keep toneing them down cause they looked "off"...but I think your right there needs to be more highlight....as for the whole normal map thing...honestly I'm not a fan of the whole normal mapping craze! I think its a very power tool, dont get me wrong, but I think if you dont know what your doing it can really hurt your modeling as well. I wanna master a basic diffuse map look before I move on to the whole normal mapping thing....I dont know maybe thats just me.
Sorry for ranting on....but please more suggestions for my texturing!
MostlyToad
14-12-2006, 04:47 AM
Robbiek1000.. you rock.. hard..
but.. for the normal mapping part, really just get something like zbrush, use your current mesh, detail it out, render the normal map and it will rock even harder than it already does.. you shouldn't have to build a new mesh or anything.. doing it that way makes it really simple..
if you wait for a bit silo3d will have a normal mapping thing too. silo is cheap, but still awesome (though in beta still :P )
but yeah I understand you wanting to get better at diffuse mapping.. in most cases it comes down to adding in the shading when you're diffuse mapping, where with normal maps you don't have to worry about that too much.. but once in a while I'm glad I learned before normal mapping came out.. it does come in handy.
for tips on diffuse painting.. a lot of it you'll have to play around and figure out what you like best.. but if you haven't messed with it yet, try using hard brushes before you go with soft, I've found in a lot of cases I get a lot more definition with hard that usually gets lost with soft. Even with a low opacity, as long as it's a hard brush a lot of the times it just looks better.
If you don't have a wacom tablet you may want to think about buying one.. some people hate them.. dunno why.. but for me (and most people I've talked to that have actually tried them) I've found it speeds up the process for pretty much everything when it comes to texturing and also improves it because it has pressure and tilt sensitivity changing stuff like brush size and opacity.
The way I learned.. which is sorta time consuming.. is just by looking at art from other games and seeing how they did it.. of course now you'll have to dig up some old games like quake 3 or wolfenstein. Just pick art you consider well made though, cause a lot of games will just take pictures of junk and pretty much plaster it into a texture with out much modification, those guys aren't really going to teach you much aside from how to copy paste.
Hirokugawa
14-12-2006, 06:06 AM
My opinion, is that normal mapping should be used to highlight area of detail.
One thing I like to do, if I don't want a really advanced normal map, is simply change my diffuse map to grayscale, then using a photoshop plugin, I turn the whole thing into a normal map, so my texture itself it a normal map as well as diffuse
Robbiek1000
14-12-2006, 07:42 AM
MostlyToad - Hey thanks for your insight...Im going to try the hard brush thing...I sometimes feel like im getting lost when im using a soft brush to much.
As for Normal mapping...im not a fan of the Zbrush interface...but I am testing out MudBox....I really like it so far...its pretty easy to use...but I think my computer is a little to old to keep up with the intensity of the graphics requirement. I'm also testing out this new program called Crazy Bump....if you havent heard of it look it up..its super cool.
Oh, and as far as a Wacom goes, yes I have one...an Intuos3 actually...and I love it to death!
Thanks for all the suggestion...keep 'em coming!
BiG ToE-3DT
14-12-2006, 09:22 AM
finishing up my environment. Went with the idea of a boarder crossing station. Old, dusty, lonely. I'm at 3896. Shouldn't increase too much from this and the final version. May add a few more lumps of dead grass, possibly some rocks.
http://i55.photobucket.com/albums/g129/DJBiGToE/002-2.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/001-4.jpg
Randize
14-12-2006, 10:38 AM
BiG ToE: That's an awesome environment. I wonder what is he guarding? The pimp house? LOL
Robbiek1000: Yo bro, looking cool. Could you post your UVW map? Just wanna take a look at it cos' I'm pretty new in this area and there isn't much people posting it.
Tell me if there is anything wrong with my UVW map. Big thanks to BiG ToE for helping me out! :D
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip07.jpg
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip07_d.jpg
V3N0M
14-12-2006, 04:13 PM
I'm too poor to have a wacom(although I'd LOVE one) and I've always been a fan of low poly art, cuz I really concider it an art, trying to show things as detailed and as complex a s possible with the least possible waste of polys, and I dunno, the blocky look like in Warcraft or Quake or whatever just looks cool to me, I think people are usualy anoyed when things are blocky, but for me some things just looks cool like that
I mean just look at this beutyfull super low poly stuff:
http://www.wgpower.net/articles/images/122.gifhttp://www.goblinworkshop.com/pics/mobs/captured-hakkari-zealot.jpghttp://www.wgpower.net/articles/images/120.gifhttp://www.warcraft3france.com/fileadmin/articles/upload/warcraft/DKT-Acolyte.jpg
I dunno call me crazy, but some things looc cool in low poly:P
requiem2d
15-12-2006, 02:29 AM
Definitely some excellent entries, keep up the great work everybody :)
Sorry gang for staying away so long. Holiday time of year has kept me swamped. Did manage to do some modeling. I re-worked my gate. Still have some tweaks to do, but been focusing my time on the keeper. Should post some pics of my keeper soon.
http://img219.imageshack.us/img219/6924/gatev3ary1.jpg
http://img219.imageshack.us/img219/3213/gatev3cud7.jpg
http://img186.imageshack.us/img186/6945/gatev3djw4.gif
http://img186.imageshack.us/img186/7012/gatev3dss1.jpg
http://img186.imageshack.us/img186/4852/gatev3eyh0.jpg
Really nice entries everyone.
BiG ToE: I bow down to your modeling skill. Off the chain! :smug:
platypus_green
16-12-2006, 12:02 AM
I have a question. Are we able to use some basic shaders for example, the wings of my character aren't solid as such and I was thinking of applying a falloff shader the opacity channel, with a 100% bright white flat colour.
The effect of which would be that surfaces facing the camera are visible, but become more transparent as the surfaces face away. Making the edges not visible, hopefully giving a ghost like effect.
Also would we be able to use Vertex colour as well, to control opacity channels or masks? To help blend small tilable textures together without having to make textured masks. I was hoping to do this for the terrain arround the gate to blend some small (128x128 or 256x256) tilable textures.
BiG ToE-3DT
16-12-2006, 01:35 AM
platypus_green: try doing it in your texture maps first. Then, if it just wont work, let me know.
omnicypher
16-12-2006, 11:32 AM
platypus_green: im not quite sure what you mean, but the picture that it popped into my head looked pretty sweet! i would say try both; try to make it work in your texture maps, then try the shader idea and post wips of them both. that would be cool.
i havent spent much time on my gargoyle lately, instead ive been wasting all of my time writing and playing music. i should probably get some unwrapping done tomarrow.
my only problem is that unwrapping is more of a chore compared to all the fun parts of modelling, texturing and animating. is there an easier way to unwrap? ive always went though and selected small groups of nearly level faces and planular maped them. then i glue everything together by hand. is there a faster, simpler, or better way to do this?
peace!
Grashupfa
16-12-2006, 12:52 PM
@Omnicypher
Which application are you using? There are a few other methods, e.G. peltmapping (3dsmax, dunno how it works though ;)), if you are using maya try this tutorial click me (http://67.15.36.49/team/Tutorials/human_anatomy/human_01.asp)
I think it comes quite in handy... but in general, uvw mapping is boring like hell :crazy:
@BigH
Nice gate! Textures could be improved, but everthing else is looking good. How did you do the "glowing" effect in the last picture?
Manni
16-12-2006, 01:56 PM
hi again,
pelt mapping is supported at first in 3ds max8 and helps a lot for complex geometry. It's also included in Wings3d (http://www.wings3d.com/) , which i've used for some time for unwrapping and is completely free (though it takes some time to get used to it)
i'm still struggling with the normal maps and my really bad texturing of the walls... i'm trying to get the cartoony kiosk look, but it kinda looks like crap till now and needs a lot of reworking ... any ideas are welcome ...
if anyone is wondering: the blobs in front will become bushes and stones ;)
http://webdepp.sense-net.at/~manni/manni_images/screen30.jpg
http://webdepp.sense-net.at/~manni/manni_images/screen31.jpg
requiem2d
16-12-2006, 02:44 PM
Looks fun Manni, keep it up :)
omnicypher
17-12-2006, 04:38 AM
manni: if i were you, instead of normal mapping the walls, you could just use a bump map or just a color map with the shading painted in. plus if you want that cartoony look, a normal map will make everything too smooth and well shaded. cartoons look more cartoony if there hand drawn with only three or four color shades. plus a more flat cell shaded look would fit in better with your wood, signs, flags, ect... right now the stone wall is even taking away from the center of interest wich is the dragon. with everything else looking more cartoony, and the dragon still looking as good as it does now, it would lead the viewers eye to the dragon faster. nice concept by the way:)
grashupfa:
im using 3ds max 7 and pelt mapping came out in version 8, but i was wondering if it would be faster to start with maybe cylendrical mapping or box mapping or maybe even sphere mapping, becuase i have always just started from scratch.
peace!
Thanks Grashupfa. My ground is way too flat. Will definetly change that and a few other things before I'm done.
The glow/energy effect is just a 2-sided cyclinder with vertically stretched noise as an opacity map. A blue light is added to the scene, but you can easily render it's luminance onto the diffuse map. I also whitened the dark parts of the diffuse map to add to the effect. The energy is a flat plane with a gradiant ramp and noise added to it. All simple, but gives the effect I want. Hope this helps.
http://img177.imageshack.us/img177/4658/step2cl8.jpg http://img185.imageshack.us/img185/4145/step4sv7.jpg
http://img185.imageshack.us/img185/4448/step5tt4.jpg http://img328.imageshack.us/img328/1447/step6sp4.jpg
freesupra
17-12-2006, 01:43 PM
i think ive finished the modelling phase now, then to unwrap and texture but i think that will have to wait till im out of singapore, but seeing as though its raining and thunderstorms so i cant really go anywhere i might get a jump on it .... anyways model shots
http://img271.imageshack.us/img271/6448/tolltrolltrollwip2ue4.jpg
wires - big res image (http://img271.imageshack.us/img271/6568/tolltrolltrollwip2wiresiw9.jpg)
oh and the poly counter does include the extra bits in the wires shot
and i might add in the belly button seeing as though i have quite a few polys left to work with
Some nice looking environments coming along now
BigH - the texture update looks alot better as before the shadowing was a bit too dark for the amount of light that seems to be emitting from the aura and the ambience of the planet, which is also looking good
Manni - colouring is very festive, but the stretching on the wall texture is a bit noticable but i like the direction that your scene is going in, keep up the work
BigToe - like the border station idea fits the keeper model well
BiG ToE-3DT
17-12-2006, 08:12 PM
freesupra: model is looking good. The chair has me thinking that our models are close to the same thing. Security gaurds, just sitting around waiting for something to do.
freesupra
18-12-2006, 01:11 AM
Big Toe - thanks :) and yeah i suppose they do seem to be similar in that way but they both have very different characteristics visually which should allow for enough room for playing with to give contrast between the 2
BiG ToE-3DT
18-12-2006, 04:34 AM
this is true Freesupra, this is true.
Here is a screen grab of the environment with a start of the textures:
http://i55.photobucket.com/albums/g129/DJBiGToE/004-6.jpg
Manni
18-12-2006, 08:14 PM
@big toe: i like the your textures - espescially the yellow-black rusty bar. but the stones for the walls look a bit too generic and the red flag is ripped in a bit unusual places... but, i assume these are just issues for the start and will surely be perfect in the end ;)
i took the advice of omnicypher and painted the walls to get a more cartoony look, which i like a lot better.
http://webdepp.sense-net.at/~manni/manni_images/screen35b.jpg
http://webdepp.sense-net.at/~manni/manni_images/screen37b.jpg
Klash120
18-12-2006, 10:09 PM
Agreed. Looks a lot better than the normals u had before :p Keep up the aweosme work!
platypus_green
19-12-2006, 12:42 AM
My current wip. A bit behind on my intended schedule with only this much of the character modelled. Texturing stage is next for this character and adding the wings. Then I'll start thinking about the gate itself.
I have some high res meshes that I could use for normal mapping, but at this moment I'm unsure whether I have the time to develope these and make the high resolution meshes for the rest in time. So I will probably opt for no normal mapping this time.
http://img304.imageshack.us/img304/1354/wip01perspws1.th.jpg (http://img304.imageshack.us/my.php?image=wip01perspws1.jpg) http://img255.imageshack.us/img255/629/wip01turnaroundhu4.th.jpg (http://img255.imageshack.us/my.php?image=wip01turnaroundhu4.jpg) http://img242.imageshack.us/img242/4341/wiphead01bm0.th.jpg (http://img242.imageshack.us/my.php?image=wiphead01bm0.jpg)
Hellhammer
19-12-2006, 05:39 PM
Wow that face is beautiful platypus_green! The character looks fantastic so far. Would you mind posting a wire of it? Ive been struggling against time constraints again, and i havent made much of an advance except for a few more geometry on the gate :hurt: . Im dobuting ill finish this on time... There's some very nice works going on here! Keep it up :dance:.
Manni
19-12-2006, 11:53 PM
platypus_green: wow, i really love your model...hopefully you can get it finished in time
as for myself, since i don't have time in christmas holiday, i'm trying to finish as soon as possible. Still struggling with the textures a bit, but these are just smaller issues. Lighting and background still has to be done, hope you like it ;)
http://webdepp.sense-net.at/~manni/manni_images/screen40b.jpg
Randize
20-12-2006, 02:26 PM
So I began to try normal mapping, after I'm almost half way done and tried to bring it to 3ds Max. It just won't render the normal bump?
I've flipped the map before I export it to bmp file and assign it to the material editor. And so yea, it's showing the bump map right in the view port, not the real time viewer but just the normap map. I've tried to use the real time viewer with DirectX9 Shader but it shows nothing at all, so may be my video card doesn't support that, I don't really care.
May be if my card doesn't support normal bump map at all, I guess I have to give up trying normal map. But before I go and head on to new way, that's raw diffuse mapping, could someone clarify me or is there something I need to setup in my mental ray?
BTW, I'm using laptop, it's Intel 945GM with 244 vram, if it doesn't support normal at all, I'm not going to be surprised. I still need clarification though.
Thanks.
Klash120
20-12-2006, 05:08 PM
S'been a while... Still dont have nothing worth posting. Concepts' been almost non-existent :p On the brighter side, did manage to start blocking a character :D With time running out, holidays around the corner, and Me- wanting to finish this contest, decided to go with something simple. Character is going to be chibi :D No detail on the clothing or what not... but like I said ago, started blocking him out... More to come! ..Hopefully :p ... FC3 - BAMF.
MostlyToad
20-12-2006, 05:24 PM
Randize: I'm not exactly sure how you are going about rendering your normal map.. but how I do it is by putting the "Normal Bump" map, from the "Material/Map Browser", into the "Bump" slot. Then actually render the scene.. it won't appear in the viewport, and probably set it to the default 3dsmax scanline thing just for incase.
I'm using 3dsmax 8.. 7.5 or whatever should be the same though.. and you really aren't missing out on much for the dx9 shader thing, it always screws up for me and is designed really goofy, I never use it either.
Randize
20-12-2006, 07:12 PM
MostlyToad: Thanks for telling man, yeah, my card does support pixel shadders 2.0 but I don't know why it isn't showing with DirectX9 Shaders. And I am using the Normal Bump map, and apply it into Bump slot. It does show the Tangent-space map, but when it comes to rendering, it shows the regular low poly.
Thanks again for clarifying, now I will continue tweaking the settings. Any help would be highly appreciated.
Manni
20-12-2006, 08:00 PM
@randize: if i remember correctly you mentioned before that you are using mental ray for rendering. does the same happen with the max standard renderer?
Randize
20-12-2006, 08:33 PM
Yeah, I've tried the default scanline but to no avail. I've already known that real time preview doesn't support in mental ray but it shows the same result.
Could it possibly the UV map not being laid out properly? I have overlapped arms and legs to mirror the texture over, or is that not the right way? But the tangent-space map is showing correctly, what could be wrong?
If I can't get it right within a day, then I have no choice. But I really want to learn this normal mapping as it gives a quite remarkable result. Quite essential for what's available in current gaming engines.
Manni
20-12-2006, 08:55 PM
overlapped uv's could cause some problems, but one side of the model should be rendered correctly nonetheless. if you've got no normal mapping output alltogether something else must be wrong...
stupid question, but you are using the "normal bump" in the bumpmap slot?
like here for example:
http://www.cgchat.com/forum/attachment.php?attachmentid=30235&stc=1&d=1155508568
(normal mapping tutorial on cgchat, perhaps you see something of interest: http://www.cgchat.com/forum/showthread.php?t=20424
BiG ToE-3DT
20-12-2006, 08:56 PM
Randize: what's your lighting setup like. If your using a skylight, you won't be able to see the normal map in the render. Toss a few omni's in there, turn on the shadow. Should be good to go.
For more/better help, post some screen grabs of your uvw's, and your normal map, and your material editor.
Randize
20-12-2006, 09:13 PM
Manni: Sorry for the mistake that I typed, but I did assign the map correctly. Thanks though!
BiG ToE-3DT: As always!! Man, you really save my ass, again. Why doesn't the skylight show the normal? Thanks, don't know how it's like without you. XD
BTW, my video card supports pixel shaders 2.0, but why can't I use realtime preview with DirectX9 shader? When I applied it, the object instantly gone.
BiG ToE-3DT
20-12-2006, 09:17 PM
there is a bug in Max, I was able to use the direct x before but when I rotate the viewport it could mess up. So, I just apply to normal, hit a test render to see if it works/looks good. Then, I move on to the texture.
glad to hear the normal is showing up.
First normal maps and first steps in ZBrush :)
Time is running out, so I'll follow any critics on next work.
http://img245.imageshack.us/img245/9454/inpwwip08bn2.jpg
Klash120
21-12-2006, 06:40 AM
http://i55.photobucket.com/albums/g139/Klash120/Chibi_01.jpg
Started modelign yesterday. and a bit more today.
http://i55.photobucket.com/albums/g139/Klash120/Chibi_02.jpg
So far an est. 3000 Tris. :p Hoep I can get this done by this week.
More to come! -FC3
Pixelgen
21-12-2006, 01:24 PM
First normal maps and first steps in ZBrush :)
Time is running out, so I'll follow any critics on next work.
http://img245.imageshack.us/img245/9454/inpwwip08bn2.jpg
Amazing work mate. The leg armour detail looks great, as for the trousers they to look as if they are a few million polys.
Agent-X
21-12-2006, 11:32 PM
http://aycu10.webshots.com/image/6969/2005221821749106209_rs.jpg (http://allyoucanupload.webshots.com/v/2005221821749106209)
http://aycu08.webshots.com/image/7207/2005260071129643770_rs.jpg (http://allyoucanupload.webshots.com/v/2005260071129643770)
http://aycu09.webshots.com/image/9728/2005262506679539941_rs.jpg (http://allyoucanupload.webshots.com/v/2005262506679539941)
Pixelgen
22-12-2006, 12:54 AM
WoW.
They just keep getting better and better, this combo going to rock. PS when is the closing date for this one???
Klash120
22-12-2006, 02:26 AM
Dude! That's sweet lookin, Aagent X. Is that high poly version? Zbrushed? Etc? :P Got wires? -FC3
Agent-X
22-12-2006, 10:51 AM
the one with the metal noisy bump texture is in zbrush, I modeled in maya, and then tightened up some of the details from smoothing in maya in Zbrush using the smooth brush operation along the metal areas that looked a little lumpy by holding shift and the left mouse click. I mean a little lumpyin the metal is good, but not a whole lot, because thenit looks meleted or really beat up. So I was trying to get more solid looking metal with a little lump to break it up from being perfect. Yes that is the highres for all that stuff, I will be using that to bake a normal map on to the low res. And thanks for the compliments. You guys are doing great. Keep up the good work. I appologize for not been submitting stuff earlier, I have been taking tests for a game company and dealing with dillemnas. BigToe knows what I am talking about with the dillemnas. And once again a special thanks goes to BigToe. Agent-X salutes you BigToe, thanks bro.
Klash120
22-12-2006, 05:25 PM
Awesome, X. again, got wires? :D, lol. I'm expecting some crunch time today + tomorrow.
Sunday in leaving for my xmas holiday adventure ;p So, once im out work today, BAMF!, crunch time in maya ;p Stay tuned for updates later today.
BiG ToE-3DT
22-12-2006, 08:25 PM
It's good to see you back Agent-X. Stay awhile.
Foxter888
23-12-2006, 04:39 AM
when is the due date for this gate keeper???? 31st of december??...
shadowbreeze
23-12-2006, 04:41 AM
yeah i'm still around just been a bit side tracked, been making some custom content for NWN2 yeah it uses normal maping and i have been geting my head around the OGRE3d engine wich has a real cool plugin fo Max so what you d=see in the view port is what you see in the engine ****** sweet stuff :dance:
oh and been fighting some rather nasty bush fires.
anyway some exellent stuff beeen produced agentx looking sweet as.
so heres my textures for the keeper will show the gate later still alot i could do but well christmas drinking you know the drill.
hope you like.
http://i139.photobucket.com/albums/q287/shadowbreeze99/maps1.jpg
Foxter888
23-12-2006, 04:44 AM
awesome textures man how you can get it like that??? i'm very low knowledgable on it but I got lots of knowledge on modeling and animation i'm trying to work more on textures somehow...
BiG ToE-3DT
23-12-2006, 05:08 AM
.
[B]DUE DATE: December 31st: a Sunday, 6 weeks and a few days from today! 12 (midnight) GMT - SUNDAY
.
Agent-X
23-12-2006, 05:16 AM
Very nice textures ShadowBreeze, tips my hat off to ya. Ill be around in the end for this one. I got lots of work to do still. Ill show more later this evening.
BiG ToE-3DT
23-12-2006, 05:23 AM
Reminder for everyone:
Due Date, Sunday, December 31st, 12 midnight. (That means at night, Sunday, not lunch time Monday.)
Foxter888
23-12-2006, 06:16 AM
when is the next low poly challenge??? after this one it's finish??? I wish to know more this it's my first time and i'm trying to compete in here somehow...
BiG ToE-3DT
23-12-2006, 06:34 AM
well, after this one is done, a pole will start asking everyone what they want to do next. Then after that we start. So it can be anytime from a week after the deadline, to 2 weeks after the deadline.
Grashupfa
23-12-2006, 04:33 PM
Hi @ all
nice entries so far...i hope alot of people will finish :)
I finally finished the uv unwrapping and started texturing my keeper...well, just added the basic colors, nothing fancy yet :drool:
(The skull and his weapon are already normal mapped)
http://sbox.bgweiz.at/mario.wagner/cg/keeper/wip6.jpg
Pixelgen
25-12-2006, 01:55 AM
shadowbreeze
Nice texture and normal maps. I have a little question. The UV texture map of the face has some fine detail, all I want to no is did you Render to Texture with the normal map on or is it hand painted ???
shadowbreeze
25-12-2006, 02:59 AM
thanks Pixelgen, the face texture is hand painted or should i say :haha: mouse painted and for the normal map i used a blend of a high res model texture bake and a normal map created with the PS normal map plugin with some custom painting to, but i forgot to put the second map on the sheet, thanks a gain i hope i explained it well enough?
OH am merry christmas or what ever your belief is to everyone, PEACE
Agent-X
25-12-2006, 05:38 AM
Nice stuff ShadowBreeze, I am going to be busy all week I can see to try to get my textures up to par. Please comment or feel free to tell me any suggestions or whatever comes to mind. Some of the stuff I am that came from modeling the normal map didnt come out so hot, so I am going to have to go back to photoshop to get it to look right. Heres my work in progress.
http://aycu06.webshots.com/image/8765/2001011462239396272_rs.jpg (http://allyoucanupload.webshots.com/v/2001011462239396272)
Agent-X
25-12-2006, 07:57 AM
Right now I am thinking about adding Vines on to the pylars and around the top stone block. Ill attemp to get real intricate with some designs on the metal as well. Lots to do. If anyone has any thoughts, dont be shy, I would love to hear them. Happy Merry Christmas everyone! Take care. Peace!
BiG ToE-3DT
25-12-2006, 08:28 AM
before adding anything else to what you have, I would think about a background, or even a ground in general. He needs to stand on something, unless you flies and there is no ground. But the way it is now, it looks like the portal and the guy are standing on something, I just can't tell what it is.
yoyomon
25-12-2006, 08:43 AM
I have a question concerning the background. Is it better to project a plane image or is better to create say a cylinder and paint the background onto it?
BiG ToE-3DT
25-12-2006, 09:04 AM
that up to you, but if you have the poly's to play with, I would make/model a background. But taking a plane and applying a sky/ground texture is fine too, you just need to make sure your able to show it in your texture sheets.
Agent-X
25-12-2006, 09:19 AM
I am out of textures and polygons for a ground right now. So I will not be adding a ground. My main focus is the warrior and the Portal.
Agent-X
25-12-2006, 10:13 AM
Hmmmmm, maybe I can chop some off of the cape and then shrink one 1024 down to a 512 and then I will have enough for a ground and sky. :)
yoyomon
25-12-2006, 01:40 PM
Cool thanks BIG TOE-3DT, yeah I've still have about 6000 tris to play with so I'll be able to model the "gate" and the background. At the moment, I'm finishing up the textures on the character and painting weights. I'll hopefully have it done by Friday or so.
BiG ToE-3DT
25-12-2006, 08:41 PM
still needs some work, texturing is my weakness, so practice, practice, practice.
http://i55.photobucket.com/albums/g129/DJBiGToE/022-1.jpg
big toe can i see it textureless but with normals?
BiG ToE-3DT
26-12-2006, 12:24 AM
there are no normals, but here is the wire:
http://i55.photobucket.com/albums/g129/DJBiGToE/016.jpg
oh ok cool...I thought you normal mapped those folds on his pants....Anyways I guess thats a positive thing!
anyways it looks like you have improved since that samourai-in red raincoat-kinda dude...
BiG ToE-3DT
26-12-2006, 02:11 AM
Thanks.
BiG ToE-3DT
26-12-2006, 09:03 AM
Test render, before I start rigging.
http://i55.photobucket.com/albums/g129/DJBiGToE/004-7.jpg
ThatDon
26-12-2006, 11:44 AM
! Bravo !
Pixelgen
26-12-2006, 02:06 PM
BiG ToE-3DT
His looking great and to think you didnt use normal maps, you should get a point extra for making the Keeper look A1 without using any normals...
:halo:
http://www.geocities.com/theties/keymaster.jpg
i like your concept defaultalias, i will delete this post if this isn't the right place to post this image
BiG ToE-3DT
26-12-2006, 05:12 PM
picture sizes is fine, I just hope you have enough time to finish. Less then a week left.
yoyomon
27-12-2006, 03:13 AM
His looking great and to think you didnt use normal maps, you should get a point extra for making the Keeper look A1 without using any normals...
Isn't it suppose to be the other way around? I mean normals are used so that you won't have so much polys, not saying that Big Toe-3DT's model is overloaded.
By the way 5 days left, woot! I'm getting pumped to everyone's finished peices.
Edit: For the winning shot, can we go all out, you know lights, shadows, fog, etc? As long as it's all within the 10000 tris count and texture maps?
BiG ToE-3DT
27-12-2006, 04:20 AM
Depends on the model. Sometimes you can get away with a flat surface and normals, or times you will need to match the curve of the high poly model with the low so that the normal looks right.
As for the winning shots, yes go all out. The final result should be art work that you want to put in your portfolio.
Agent-X
27-12-2006, 06:38 AM
And for these final shots we are only limited by the geometry and textures given, no extra stuff
BiG ToE-3DT
27-12-2006, 07:41 AM
And for these final shots we are only limited by the geometry and textures given, no extra stuff
yep, no extra stuff, in the way of geometry. Everything in the scene, geometry wise needs to be included in the 10,000 count.
But lights, fog, shadows, are fine.
I lost a tremendous amount of time over the Christmas weekend. I know it's a long shot at finishing, but I'll try my best. I know I'll need every ounce of time.
Hey BiG ToE, ...
I'm in Chicago, IL - Central US time. Can you tell me what the deadline is for my time zone? I know I'm scrambling, but I just may be able to finish with an extra day. Please let me know. Thanks
http://img228.imageshack.us/img228/9586/keeperafo3.gif
http://img96.imageshack.us/img96/8018/keeperbhq4.gif
http://img138.imageshack.us/img138/2696/keepercpp2.gif
BiG ToE-3DT
29-12-2006, 07:54 PM
BigH: 6:00 pm.
Thanks BiG ToE. Whew, I know I have a long way to go. We'll se how it turns out.
Randize
30-12-2006, 07:44 AM
Nice one BigH. I don't think I have the time to finish. But here's my WIP so far.
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip08_a.jpg
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip08_b.jpg
http://img.photobucket.com/albums/v299/einstei/WIP/Gate%20Keeper/keeper_wip08_c.jpg
I've found a huge problem during the texturing process, may be I should have designed the face before I start modeling. Now that I've done with all the UVW map, it's pretty hard to tweak things.
Another problem again, when I tried to bring it into Zbrush and subdivide the mesh, the model changed and smoothed out a lot. I tried too turned off the smooth mode and yet again I get hard edges and I need to smooth everything out myself.
Anyway, it's fun to join this competition. Consider that was my first attempt to complete a character, I know now which part to spent more time on, and actually learned a lot from you guys just by seeing your WIPs. And thanks again to BiG-ToE and Agent-X for being such a great help! I'm sorry if I missed out someone, but thanks!
Hopefully the other contestants can finish it in time and I'll be joining the in next competition, well if the topic is good! Good luck and Happy New Year!
omnicypher
30-12-2006, 08:43 AM
i dont know if im going to make it for this comp. ive been playing the new zelda game and i cant seem to put it down. plus the holidays are always busy. but i will hopefully be in the next comp.
defaultalias
30-12-2006, 08:49 AM
well, i have to confess, i'm not going to finish either. holidays and my birthday is on tuesday, so i'm taking a break.
BiG ToE-3DT
30-12-2006, 08:53 AM
well, hopefully 3 other people finish. It isn't a comp, if no one enters.
Pixelgen
30-12-2006, 02:06 PM
i dont know if im going to make it for this comp. ive been playing the new zelda game and i cant seem to put it down. plus the holidays are always busy. but i will hopefully be in the next comp.
Ha man hows the new Wii/Zelda. Was thinking about picking up a Wii and Zelda, is it any good. Shame you cant finish...
freesupra
30-12-2006, 03:42 PM
finally finished texturing the gate keeper and thrown him in the scene, hopefully i can get the last few texture bits done and do like a simple rig for a final shot
would be good to see some more final entries :D ..... no pressure at all :P
http://img402.imageshack.us/img402/5981/tollscenech4.jpg
Klash120
30-12-2006, 06:09 PM
GO! CRUNCH TIME!!!!!!!!!!! >, <
I still gots a dayish left.... Manage to get a character in :3
Planning on textureing 'im today, and start the gate soon afterwards....
I really want to finish this! Go people, GO!
http://i55.photobucket.com/albums/g139/Klash120/Chibi_03.jpg
Here's what I had a day or two ago, got the model pretty much done, minus the hair.
Buddy said he looked too much like a midget >.< That kinda stuck, to went back and deformed him abit more...
http://i55.photobucket.com/albums/g139/Klash120/Chibi_Head_A.jpg
What I ended up with, along with variations.. I ultimatly smoothed the nose out to give him more of a cartoon/chibi feelin ;p Scaled head up a bit.
http://i55.photobucket.com/albums/g139/Klash120/Chibi_Head_B.jpg
Though not posted yet, in the latest verion, I've scaled his head down a tad, extended his legs, and scaled his feet/hands bigger, for more of that cartoony look :d
More to come... Also, Happy Holidays!
V3N0M
31-12-2006, 02:34 AM
I'm abviously not gonna be in this one but I'm still gonna finnish it soon, maybe in a bit more highpoly form, the concept is just too good to let go:D
Pixelgen
31-12-2006, 03:17 AM
Its a shame you guys who's basically are a week or two off cant get an extension so you can finish, but I guess rules are rules... ???
Robbiek1000
31-12-2006, 10:42 AM
I'd have to admit as well the holidays really kicked my ass...I'm sad to say I'm not going to finish! So I have set my sights on the next contest....so far all the Ideas are really good...this next one should be pretty interesting. Don't forget to vote...when your able to.
V3N0M
31-12-2006, 03:40 PM
Well it is pretty strange that the deadline is new years...
shadowbreeze
31-12-2006, 05:18 PM
HAPPY NEW YEAR EVERYONE :crazy: :crazy:
and what the ??? this is what my fire fox gave me for an update
notice the date!!!!!
http://img176.imageshack.us/img176/909/wtfov7.jpg (http://imageshack.us)
V3N0M
31-12-2006, 05:32 PM
O_o
funkdelic
31-12-2006, 05:49 PM
FF Timemachine on?
happy new year!
enjoy the 70´s \0/
BiG ToE-3DT
31-12-2006, 11:00 PM
Time is running out for those of you still working on their entries.
V3N0M
31-12-2006, 11:24 PM
What ya talkin about? we still have 37 years :P
Klash120
01-01-2007, 10:03 AM
Mmmm, yeah... ran out of time :D On the bright side, got to blow things up :3 Happy New years to all!
omnicypher
02-01-2007, 09:51 AM
pixelgen: is it any good!? lets just say ive been playing the new zelda for 63 hours now and theres still stuff for me to do! (im not using any stradegy guides, so it probably could be finished alot faster.) i just finished getting all of the heart pieces and im in the last temple. i still have 5 more bugs to collect, 19 more poes to defeat, and a bunch of minigames to play. i dont want to give any spoilers, but there will be snowboarding, and new items to the series wich in my opinion are some of the best ive ever seen! theres also an item that, when used in the right places, sorta reminds me of skateboarding mixed with a rollercoaster. i cant seem to stop playing this game until i complete everything there is to do.
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