View Full Version : Comp #17 (((ReDesigned Character))) Comp #17
EvilKnight
03-10-2007, 11:30 PM
Thanks bbOx,
I forgot to mention, there is an inside of the mouth with teeth and a "thoung" (not sure If I pronounced this right!) lol:P
And also, I think I'm going to use those 9 tri left for some laces for the hood!
D-train
04-10-2007, 12:15 AM
evilknight your work is looking good keep it going
D-train
04-10-2007, 12:17 AM
brazuck, that bat is one mean dude, it looking good
D-train
04-10-2007, 12:44 AM
hello everybody Im going to enter into this contest and im going to do spectreman.I've done the redesign of spectreman, I will post it up later.
http://img120.imageshack.us/img120/3605/spectremanwork002copyad1.th.jpg (http://img120.imageshack.us/my.php?image=spectremanwork002copyad1.jpg)
omnicypher
04-10-2007, 03:19 AM
damn that was a good tutorial! thanks for the link. my only problem is that i didnt really want to paint the wrinkles in, i wanted to model them with a good meshflow at a medium polycount.
Brazucka
04-10-2007, 03:30 AM
Thank you dudes. I´m trying to paint
the torso, it´s been harder then the
head.
OmniCypher:
What´s exactly you doubt about the
wrinkles? Maybe we can help to figure
out how to model it.
EvilKnight:
I´m impressed with you model, it seems
really, really well built.
omnicypher
04-10-2007, 04:08 AM
heres a quick sketch of my general concept:
omnicypher
04-10-2007, 04:25 AM
there are a lot of ways to go about modelling wrinkles, i just wanted to find a simple, low poly way, were the mesh follows the flow of the wrinkle, instead of ramping up the polycount till the meshflow doesnt matter, or just painting wrinkles in. but then again, wrinkles can be very small and small details are somtimes better to be painted on rather than modeled. plus i dont know too much about the rules of drawing or sculpting wrinkles. so far ive figured out that wrinkles usually flow from points of stress, or result from compression. if you raise one shoulder, the wrinkles of your shirt will flow from that shoulder to the opposite side of the bottom of your shirt. but compression wrinkles seem random and harder to predict. then theres also wrinkles that have been ironed in, or naturally occur like the little wrinkles in leather. once i fully understand wrinkles, ill be better at modeling them, but for now i might just wing it and just paint them on.
ianchaos
04-10-2007, 04:36 AM
Here's a mock up of what I'm going to try to make for Big Boy's outfit, and to give an idea of what kind of body shape I'm going for in his redesign.
http://i125.photobucket.com/albums/p55/ianchaos/zootsuit-1.jpg
EvilKnight
04-10-2007, 04:38 AM
brazuck: Thank you, your mesh is very clean as well, See I never box model, since I'm mostly a High Rez modeler, I usually PolyPatch, and so I do the same when making a low poly, and it gives me good results Simply :)
Right now, doing what I hate de most about 3D, The UVs, I'm almost done! I'll finish that tomorow... I'm still wondering if I'll Zbrush it with ZBrush3 if it will subdivide good in there with some tri's in the model? If not, I'll have to modify the mesh and open it in ZBrush, details it, Fit is back in maya, with both the low and high, triangulate the low and bring them in XNormals...
Or should I Just paint the textures in PS?
You could just paint the textures in photoshop..
But generally you want to bake a "simple" normal map from the highpoly, and paint little details later. I mean painting in volumes in textures will be way harder then when you bake the volumes... little detail generally dont have much volume so that could very well be painted.
D-train
04-10-2007, 05:37 AM
here is my spectreman design. I tryed my best to give him a new look. this is my finally design.
http://img73.imageshack.us/img73/9097/spectreman2ddrawing3dtozc2.th.jpg (http://img73.imageshack.us/my.php?image=spectreman2ddrawing3dtozc2.jpg)
freedie
04-10-2007, 08:39 AM
hello little update not much becouse last tree days i spend working just on hairs...i try it with alfa but it doesnt like look good on this model so desited to simple mesh and paint it...not fotoreference couse it was crap too when i try it....the hairs are very dark so for texture detail i must upload higher image but still i wanna make there little changes so thats it for now
evilknight: holy**** crazy good model!!!
http://img02.picoodle.com/img/img02/9/10/4/f_07m_ffc832a.jpg (http://www.picoodle.com/view.php?img=/9/10/4/f_07m_ffc832a.jpg&srv=img02)
Fenixy
04-10-2007, 12:49 PM
freedie he looks cool ,will you make guns?
evilknight :drool:you can make 9 more tris :smug:
here is my model started this morning, 4k tris and body mesh almost finished,5k triangls left, for sword or somthing...
http://img514.imageshack.us/img514/7729/lowwirebb0.jpg (http://imageshack.us)
http://img514.imageshack.us/img514/7729/lowwirebb0.b020aad614.jpg (http://g.imageshack.us/g.php?h=514&i=lowwirebb0.jpg)
BiG ToE-3DT
04-10-2007, 02:40 PM
Goust: you might want to add 2 more edges on the top of the breast, to help round out that area. I attached what I mean.
freedie
04-10-2007, 02:54 PM
well i got only 1300tris left but i will see that i can do with that gun
btw cool model too
Fenixy
04-10-2007, 03:00 PM
freedie thx, i think 1k tris shuld be ok for gun
Big Toe i soght if she have some cloth on here chest, top part of the breast shuld be less round or somthing, but i guess i'll add theme,thx
p.s i love Bleach, you said you want to do Kenpachi, so stop playing PS3 alredy ;P
yoyomon
04-10-2007, 03:48 PM
Hey Freedie, with such a high tri count, I think the face could have used a lot more loving.
BiG ToE-3DT
04-10-2007, 04:37 PM
Goust: if everything works out, I'll start my model next week, but, I need to watch episode 143 first. Also, it's hard seeing Kenpachi as a girl, but I'm trying.
Fenixy
04-10-2007, 04:43 PM
here is ep 143 =)
http://www.dattebayo.com/
i guess best Kenpachis action was at 50-60 episods.You want redisign him as a girl?
edit: sword 200 tris
http://img206.imageshack.us/img206/1198/swordwiresi2.jpg (http://imageshack.us)
Im a HUGE mortal kombat fan! Been playing it since i was 8 years old. 'member? back in the good ol' days of 2d, and super nintnedo?! Those were the days! lol.
Anyway, im totally hooked up on mortal kombat shaolin monks, and armageddon. If you are fan of the series, then you know that at some point Raiden was corrupted cuz, he died, when he was reborn his soul had evil........so my idea was that at some point Kung Lao's Soul was corrupted.
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/Evil_Kunglao2.jpg
By the way, there's a lot of great work around! Good job guys!
Tank[NL]
04-10-2007, 05:31 PM
awesome concept, Neto. proportions look off, even for a cartoony character. but all the same, looking forward to seeing this modeled
freedie
04-10-2007, 06:55 PM
yoyomon hey u right but the face u now it dont be animated and just littlebit u can see everything else is hidden so why to put more polys there..... +polys and texture i think it would be look the same on such small space.....if face should be fully animated then its something else
platypus_green
04-10-2007, 07:19 PM
Well, finally decided on what to do for this contest.
I noticed that quite a few people aren't straying all that far from the original designs. Come on, be a tad more creative when you have the chance.
My early concept of a well known game character redesign.
http://img523.imageshack.us/img523/2481/87961947si2.jpg
I know im going to get slapped in the face for asking.....but is that sonic?
Nice art by the way!
platypus_green
04-10-2007, 07:24 PM
Neto: Yep, will be Sonic as he should have been.
EvilKnight
04-10-2007, 07:24 PM
Freedi: Thanks man :) You are fast man! I'm trying to keep up, but can't lol ;)
Ghoust: Yhea man, I did use 8 of those 9 tris, for the hood laces ;) BTW, very nice model, very clean mesh. I would merge the 2 last verts of the end of each hair on the forehead, you'll save 1 tri each :P
Almost done UVing, only the sword, sword pouch and the shield to unwrap!
I'll post a shot later on of the Wire/Shaded in diffrent angles, to show the geometrie a bit :)
Keep it up guys
Fenixy
04-10-2007, 07:42 PM
platypus_green :first thing that came in mind was old USSR cartoon
evilknight :have 5k more polys , have no idea where to put em =)
TheMadArtist
04-10-2007, 08:09 PM
Well, finally decided on what to do for this contest.
I noticed that quite a few people aren't straying all that far from the original designs. Come on, be a tad more creative when you have the chance.
My early concept of a well known game character redesign.
http://img523.imageshack.us/img523/2481/87961947si2.jpg
Now that's what I'm talking about! Good redesign, glad to see someone branching totally out from the original design.
Agent-X
04-10-2007, 08:19 PM
Latest work in progress, currently I am making a low res Bear Head, which will eventually be a coat, and then modify and tweak the rest of geometry to get under 10k and that will be it for modeling the low res, then off to the races with finishing the highres stuff and finish texturing. I hope you guys like this one.
http://aycu06.webshots.com/image/29525/2005391820398695351_rs.jpg (http://allyoucanupload.webshots.com/v/2005391820398695351)
BenniKImmel
04-10-2007, 09:34 PM
Ok, heres the base mesh so far on my Sith Redesign of Obi Wan, I believe im up to 1494 triangles, with hands and a head left to model, then the dual lightsabers and holsters for them. C&C Please, and be as honest as you can, this is my first human character (actually, all Ive ever done is guns and the like). So I wanna learn as much as I can. Cheers!
Edit: Forgot to mention this is with smoothing on, maybe I should have posted with the solid version.
Klash120
04-10-2007, 10:55 PM
http://img523.imageshack.us/img523/2481/87961947si2.jpg
*Bows* Concept looks sweet~ can't wait to see 'im in 3d~ which reminds me... I gotta hurry up & wrap up my knuckles over at that vs contest ~. ~
Rhauk
05-10-2007, 12:52 AM
http://img518.imageshack.us/img518/3086/asdasdasdyj1.png
Not done yet, but getting there.
omnicypher
05-10-2007, 02:06 AM
i like how that mario face is turning out.
i have a problem. i zbrushed a boot for a high poly normal map, but i forgot to unwrap it first. is there a way to unwrap the low poly without loosing the high poly version of the tool?
hopefully this will be my first baked normal map. until now, the only normals i made were in the nvidea plugin.
Christian M.
05-10-2007, 02:47 AM
Omnicypher:
Here's what you do:
1-Go to subd1 of your tool and press the storeMT button in the Morph Target
subpalette.
2-Open your ORIGINAL .max (the one you used to create the .obj that you saved as a ztool and on which you are currently working)
3-Do your unwrapping and export the .obj (don't collapse(I need to do this maybe you don't)
4-Still at subd1 import in the .obj and when it's done press the switch button
in the Morph target subpalette.(It's gonna keep your new uvs)
Go to highers subd and pray your model doesn't explode.
Before unwrapping you might want to test this first by tossing an automatic flatten uvs instead.
TheMadArtist
05-10-2007, 03:23 AM
Ok, heres the base mesh so far on my Sith Redesign of Obi Wan, I believe im up to 1494 triangles, with hands and a head left to model, then the dual lightsabers and holsters for them. C&C Please, and be as honest as you can, this is my first human character (actually, all Ive ever done is guns and the like). So I wanna learn as much as I can. Cheers!
Edit: Forgot to mention this is with smoothing on, maybe I should have posted with the solid version.
Post a wire, be easier to crit
D-train
05-10-2007, 03:45 AM
hello everybody, here is my first past on the spectreman model model. I have a long way to go but I'll get it done.
http://img517.imageshack.us/img517/7760/spectremanscreenshootfrtx3.th.jpg (http://img517.imageshack.us/my.php?image=spectremanscreenshootfrtx3.jpg) http://img517.imageshack.us/img517/2403/spectremanscreenshootbamt3.th.jpg (http://img517.imageshack.us/my.php?image=spectremanscreenshootbamt3.jpg)
Pedro Toledo
05-10-2007, 04:08 AM
I've always wanted to do a Spectreman model!!!! Good luck on that!
omnicypher - if, for some reason, the workaround suggested by Christian M doesnt work, you can always export the highest sub-d level into your 3d package and bake normals there. This boot is not so heavy, you wont have problems to import it into 3dmax, maya, or whatever...
freedie
05-10-2007, 04:22 AM
omnicypher there is a way i had same prob...but this is working just in MAX
what u must do just finish ur high poly model in zbrush
-in zbrush save the highpoly model in .obj format (it will be huge size)
-then unwrap ur low poly model normal way like u do it every time
-then u must import ur highpoly model in scene where u got ur low poly model in max
-and also u must align highpoly to lowpoly model as best u can (size, direction, position must prefectly fit)
-then select ur low poly model and hit "0" or go to render to texture
-enable projection mapping
-then click on "pick" and select ur highpoly model
-the projection modifier will automaticlly apply to ur low poly model, and go to the Cage rollout...in Push category->Amount: raise or lower the number ,u will se blue cage on ur lowpoly the cage must be above ur highpoly model, if not in normal map there will be holes, its very easy to setup it
-then in render to texture click on "Add..." and choose NormalsMap
-now u just need to to put location where ur normal map will save
-and size if u want
-hit Render....click ok,ok,ok and thats it
if u see on image black holes then u must raise number in cage rollout and u can also save that image and use it like base map to texture but keep in mind that true file with normals is that where u put the location in Render to texture
http://img40.picoodle.com/img/img40/9/10/4/f_helpm_ca83e5d.jpg (http://www.picoodle.com/view.php?img=/9/10/4/f_helpm_ca83e5d.jpg&srv=img40)
Pedro Toledo
05-10-2007, 04:31 AM
Yeah, you would probably want to reset your cage before razing it's push amount. The automatic cage is, most of the time, really messy.
Also, turning on the "Shaded" option on the display category just above the Push, makes it easier to see if the cage is "reading" the entire high poly mesh.
Christian M.
05-10-2007, 04:37 AM
Here's my sloppy basemesh so far.
I'll do the rest tomorow or before if I got the time.
I'm always in an urge to get to zbrush fast so the time I spend in max
is deliberatly rushed and uneven ,
but I know what I'll be doing in zb after
so my main concern is only to keep things quady:which always end up in creating useless res(no need to tell me)
What I mean is no need for crits until next week.
( I even keep proportions off and other very basic issues bad,because I know I'll be able to drunkenly set my model to my liking with the move and inflat brush in zb afterward.)
Anyway,need to go to sleep....
Keep on,everyone!
http://i243.photobucket.com/albums/ff290/Tenserkainen/phase1.jpg
Fenixy
05-10-2007, 09:41 AM
freedie: nice mini tutorial
this is finished model, starting unwarp it :grr:
http://img120.imageshack.us/img120/2016/lowwireei4.jpg (http://imageshack.us)
freedie
05-10-2007, 10:24 AM
ghoust very cool i like it very much but that fist doesnt look littlle small when what sword is so huge?
here check this http://www.lineage2.com/Knowledge/item.html#item5
eiadahnim
05-10-2007, 01:40 PM
Guys your acting like beginners, for GOD sake :wall:
All of you Move your ass and try to push your art work to the next level :D
Very good job though,
Yours
Rhauk
05-10-2007, 02:28 PM
Guys your acting like beginners, for GOD sake
All of you Move your ass and try to push your art work to the next level :D
Very good job though,
Yours
I don't know who you're aiming that comment on, but I for one AM a beginner with this D:<
Christian M.
05-10-2007, 03:24 PM
Guys your acting like beginners, for GOD sake :wall:
All of you Move your ass and try to push your art work to the next level :D
Very good job though,
Yours
Hey?!!What about you move your ass and post some w.i.p and show us beginners what that next level would be ....
Man,I think you deserve an award for the most nonconstructive comment written this year.
simple_minded
05-10-2007, 03:47 PM
eiadahnim-----> O MAN! For your second post your talking alot of smack! And sense this is a industry that driven strongly on forming good relationships and contacts, your off to a bad start. These comps are for developing skills and getting POSSITIVE feed back from PROFESSIONALS both present and future. You might wanna consider hitting the reset button on your 3DTotal life, and thinking before you post. I don't care if you're joking or not........ That’s not cool, at all.........
!BAMF!
D-train
05-10-2007, 04:01 PM
hello everybody here is my second past on spectreman today. I still have ways to go on the model but I'll finish it.
http://img54.imageshack.us/img54/7439/spectremanscreenshootfrud0.th.jpg (http://img54.imageshack.us/my.php?image=spectremanscreenshootfrud0.jpg) http://img54.imageshack.us/img54/982/spectremanscreenshootbaka8.th.jpg (http://img54.imageshack.us/my.php?image=spectremanscreenshootbaka8.jpg)
D-train
05-10-2007, 04:07 PM
goust your model is very beautiful. good job so far, keep it going
Santiago Szabo
05-10-2007, 04:41 PM
the limit of polygons is 10.000???? is my first time dooing low poly and i dont know it...
Thanks!
Christian M.
05-10-2007, 04:59 PM
Santiago Szabo:In those forum based challenges,each time you're not sure about specifications,requirements,deadline date and the like you just have to check the page 1 of the thread,it's even good to go check from time to time as it get sometimes updated with new info...
Hope you join!
carlosf
05-10-2007, 05:31 PM
Everybody is doing such a wonderfull job ....and im stuck...:cry:
But at least i´ll have some time to work on the model this weekend. I´ll have to rush to keep up with everybody.
Pedro Toledo:E aew cara, blz? C naum vai participar desse contest?
Hey man, how u doing? Aren´t you going to join this contest?
platypus_green
05-10-2007, 05:59 PM
Just a quick set of thumbnails trying to get a feel of this character, trying slight variations on proportions.
http://img119.imageshack.us/img119/1345/41999701zk5.jpg
Christian M.
05-10-2007, 06:39 PM
Really like your idea!!
But your first post suggested(even if they weren't shown)
shorter leg length and I think you should stick with that.
(like the first frame of your thumbnail)
This just my opinion tough.
Looking forward to see your design in 3d.
Keep on!!
EvilKnight
05-10-2007, 08:12 PM
Good work everyones... Finished the base mesh with 9935 tris and also decided to have only 1 shoulder armor on the left shoulder, since he holds the sword with his right hand kinda act as an extra protection with the shield. That also allow me to have more free tris when I took that out, so I could round a bit the top of the shield. So easyer to normal map later on! Design wize, I liked it better too. Already all UVed and started Mudboxing the crap out of that model so far, got the skin mostly done (excpet for poors and imperferctions, scars, etc...) and I started the hood! The UVs are not mirrored, I decided to put everything in one sheet of 2048x2048, and if I mirror, most of the time, it gives me problemes with my normals! I plan on normal mapping each objects seperatly with OCmaps in xNormals.
Any C&C welcome!
Hope you guys like!
Here is my final mesh:
http://img255.imageshack.us/img255/3653/linkwip005qq7.jpg
Here is the UVs cropped to 1024x1024:
http://img103.imageshack.us/img103/231/linkwip006uh7.jpg
Here is the Mudbox progress!
http://img208.imageshack.us/img208/6738/linkwip004ee6.jpg
defaultalias
05-10-2007, 08:23 PM
very nice sculpt, but you're going to get a lot of seams with the UV map that way. for example, there will be a seam right down the center of the face. sure you could paint it out, but you're using a normal map. it's going to be visible no mater what. i really suggest reworking them to minimize the seams.
Christian M.
05-10-2007, 08:30 PM
Great!!!That's one badass Link you got there!
Looking forward to see it finished.
Same crit as Default Alias tough.
And in the same range a question also:
Is Xnormal tangentspace normal less sensitive to seams??
If so I'll use it on some models I'm workin on because Zmapper
is EXTREMELY sensitive to seams and that is my daily nightmare.
Also how many polygons can it handle??
Anyway.Cool work!!
EvilKnight
05-10-2007, 08:56 PM
I'll make a little test later on to check your theory Default Alias. You might be right, but I did before on a where wolf like this, and it didnt left any seems, I'll test it out ;) Thanks for the tip ;) Christian M. : It can handle a lot... And its definitly not as sensible as Zmapper!
Brazucka
05-10-2007, 09:17 PM
Wow!
EvilKnight
05-10-2007, 09:28 PM
I just did a test with xNormal, and no seems, I had a probleme with the right arm (forgot to reverse the normal after duplicating on the other side lol :p) There was a bit of artifact on the lips, but thats because I didn't set the cage far enough.
My main question is: Is it better to Triangulate the Low Mesh before calculating the normal? Or if it doesnt really matter?
Christian M.
05-10-2007, 09:42 PM
EvilKnight: Doesn't matter..Xnormals handle quads and tris both equally well but, I suppose you're better to stay with the same method as your highpoly version...
D-Chap
05-10-2007, 09:52 PM
EvilKnight : That Link is lookin pretty sick. The only thing I can say is that by looking at your unwrap it looks as though there's a lot of places where you could blow pieces up to fill in that empty space- and other places where you could overlap textures- like the boots. With low poly models, people typically cut the amount of texture space in half by using the same one for each boot. Of course I don't think you can actually overlap polys when using normal maps- you would have to offset them.
btw- what sort of color scheme are you going to use?
Here's my characters muscle armor- I did the high poly in mudbox which I'm still trying to get the hang of.http://i196.photobucket.com/albums/aa314/D_Chap/muscle_Render.jpg
katana
05-10-2007, 10:26 PM
What a great idea...I just got resettled...so maybe I can put something into this...I'll be watching anyway.
chris
Christian M.
05-10-2007, 10:42 PM
This is my finished "somehow satisfying" basemesh.
It could use alot more love and care but again it's just a basemesh
and I'm not the lov n' care kind of dude.
Totally historically inaccurate samurai armor.
But I'm doing a sci-fi redesign here so.....hehe
It got a lot of flaws but I'm too eager to start detailing him in zbrush to keep
refining things in max (I get tired of editable polys real fast)
So now I'll start having fun and put some detailing on that mofo.
My idea is to embed kanjis in my greebling alphas...
I'll just cope with whatever flaws it got for now .
(I usually end up pretty well doing this)
http://i243.photobucket.com/albums/ff290/Tenserkainen/wip1copy.jpg
http://i243.photobucket.com/albums/ff290/Tenserkainen/wip2copy.jpg
BiG ToE-3DT
05-10-2007, 11:00 PM
Christian M.: you know all the parts of your model don'y have to bee apart of the same mesh. Sometimes you have no choice but to use seperate meshes to get the look your after. As my home boy McLovin would say, light some candles, play some slow music and get ta lovin your base mesh.
Christian M.
05-10-2007, 11:07 PM
Big Toe:I know,I know....mutiple parts would also means easier ways to get rid of useless resolution...I'm slowly walking down that path...
I don't know why but I FEEL a need to create a one piece mesh.
I started medication and that feeling is slowly fading away...
(this model even got 7 parts(WOW!!))
EvilKnight
05-10-2007, 11:25 PM
Thx all for the nice comments and for the help with all the tips :) Its really apreciated...
D-Chap:
The only thing I can say is that by looking at your unwrap it looks as though there's a lot of places where you could blow pieces up to fill in that empty space- and other places where you could overlap textures- like the boots. With low poly models, people typically cut the amount of texture space in half by using the same one for each boot. Of course I don't think you can actually overlap polys when using normal maps- you would have to offset them.
I agree 100%, but... In this case, I want the level of details of the texture to be as consistent as possible. Which if I try to squeeze everyparts of the textures, which I think a 2084x2048 is more then actually needed... On top of that, I cannot mirror the the peices cause it wills screw my normals... Tried many times before with diffrent settings to normal map a mirrored geometrie. Always the same probleme, one side apear pushing out, the other side pushing in the normal. So...
This is a next gen limits, so might as well keep it that way.
eiadahnim
06-10-2007, 12:15 AM
Hi guys,
I thought I had the sense of fun :cry:
So
I'm terribly sorry for what I have said lately. And I wish you could accept my apologies. :hurt:
EvilKnight
06-10-2007, 03:20 AM
Update: Here is a little update on the Mudboxing of this character... I will Probably optimize more the UV layout. I still can, it doesn't affect the HighRez from mudbox since its a diffrent mesh... I will also wait for the high mesh to be done. So I can open that up in Maya and Make the low closer to the high (with the make live option that snaps the verts, edge or gace on another geometrie, in this case, the verts of the low on snaps on the geometrie of the High) and then I'll modify the UV sheet, make it more so It use as much space as possible. Found myself stairing at it and see where I could emproove without compromizing the fact that I want the details to be even troughout the entire model.
P.S.: If you are wondering what kind of material is the shirt and skirt made of, its thick wool, kinda like the one on Punchos! ;) I know its hitchy but, there is a chainmill under the wool, so can't be that bad :P
C&C welcome!
http://img69.imageshack.us/img69/285/linkwip007yz5.jpg
Pedro Toledo
06-10-2007, 04:09 AM
Christian - I know this is a redesign contest, and I also know you don't like to spend too much time loving your base mesh :) But I believe you could tweak this model's proportions to make it cooler.
His arms and hands are just huge! If he bring them down, to the side of the body, his hands are going to be lower the knees... Is it really supposed to be this long? Is it some kind of chimpanzee samurai?!? :D
I would also try to get a more heroic proportion to him, giving him a thinner waist with more robust shoulders and knees.
Anyway, good luck on your entry!
Evilknight - Really cool sculpt! Maybe you could leave the pores and other skin variations to be done using NVidia's plugin (or crazy bump or whatever) in order to be sure they will match the diffuse variation of the skin texture... Well, if you are actually going to use photo ref textures... if this is not the case, sorry! About that seam on the uv, well, even if the normal map is working fine there, wouldn't it be easier to make your diffuse map if you had that welded? Ok, ok, you may be going to paint the whole texture with BodyPaint, ZBrush or DeepPaint, but even so it's usualy simpler to have the face together in one piece... Don't you think?
Carlos - Cara, to sem tempo. Nos conhecemos de algum fórum Brasileiro, talvez com algum outro nick? Boa sorte!
Manually translated from Portuguese: Dude, I'm out of time. Do we know each other from any Brazilian message boards, maybe with another nickname? Good Luck!
BiG ToE-3DT
06-10-2007, 04:43 AM
Pedro Toledo: where have you been. I thought they got you during the D War. Good to see your still around. Take your shoes off, stay awhile.
defaultalias
06-10-2007, 04:51 AM
yeah pedro, we miss you.
EvilKnight- it's good to hear you didn't get any problems with seams. i've never tried XNormal actually, just mudbox's normal map options.
Rhauk
06-10-2007, 05:10 AM
Hi guys,
I thought I had the sense of fun :cry:
So
I'm terribly sorry for what I have said lately. And I wish you could accept my apologies. :hurt:
It's hard to detect sarcasm when it's written instead of spoken, but no hard feelings here :P
People got offended, you apologized, no harm done~!
Here's where I am at the moment~
http://img64.imageshack.us/img64/6088/marioph3.png
Pedro Toledo
06-10-2007, 05:26 AM
Big Toe and Defaultalias :) Thanks guys :) yeah, it's been a while... I've been reaaaally busy this year, didn't have time to post in any forums. I truly miss the fun!
Anyway, things are a big slower right now and I will be around seeing what you guys come up with on this contest.
Cya!
And Mario had hands! XD (around 640 tris)
I also redid the topology in the face.
Optimzed the legs and lower arms a bit.
http://i55.photobucket.com/albums/g152/b_bucket/mario0006.jpg
freedie
06-10-2007, 05:52 AM
little update
http://img27.picoodle.com/img/img27/9/10/5/f_08m_78b36b9.jpg (http://www.picoodle.com/view.php?img=/9/10/5/f_08m_78b36b9.jpg&srv=img27)
Rhauk
06-10-2007, 06:07 AM
Updated above post :3
Edit: Forgot to thank bb0x for his help. Thanks bb0x~<3
Christian M.
06-10-2007, 06:20 AM
Pedro Toledo:
No Pedro, it's no samurai chimpanze...lol
As I wrote it in previous post but I don't want to be redundant so I'didn't say it say it in each of my post: the bad proportions are deliberate,
I make arms and hands bigger and do a very rought basemesh in 1 or 2 days and set proportion to my liking in zbrush with the move and inflat brush afterward( it's more precise and intuitive than scaling in Max).
I know zbrush can't save a bad base mesh.
But this is the way I work and I think you'll be surprised by the result.
yoyomon
06-10-2007, 06:23 AM
Okay, I made a concept for the competition. It's Ramza from the original FF Tactics. No guarentees if I'll even get a chance to start on the model, but it might at least get colored.
http://img72.imageshack.us/img72/4388/conceptramzareduxv01ib1.jpg (http://imageshack.us)
Pedro Toledo
06-10-2007, 06:24 AM
Sorry man :) I didn't have the time to read all posts through this thread. Didn't mean to bother you with something you had already explained.
Yes, ZBrush is great for tweaking! I don't doubt you will be able to find a very good new shape for your model ;)
Keep it up!
Yoyomon- that head looks a bit too small. other than that it looks cool, i dont know how the orriginal character looks like so cant comment on that.
Rhauk- Your welcome. :)
Freedie- tbh I dont like your textures... You have just copied the reference images to use as texture.. Theres nothing wrong with photosourcing.. I just think you executed it poorly
freedie
06-10-2007, 07:44 AM
bbox only face is photo source but had it in previous posts everything else would be hand painted in PS....proof body texture, hairs and gloves painted too
http://img35.picoodle.com/img/img35/9/10/6/f_texture2m_7e6a1bb.jpg (http://www.picoodle.com/view.php?img=/9/10/6/f_texture2m_7e6a1bb.jpg&srv=img35)
http://img35.picoodle.com/img/img35/9/10/6/f_texturem_15c52a9.jpg (http://www.picoodle.com/view.php?img=/9/10/6/f_texturem_15c52a9.jpg&srv=img35)
Ah ok srry...
Yeah, my previous post was kinda geared towards the face texture.. :)
Tank[NL]
06-10-2007, 11:42 AM
man, i dont check for a few days, and im totally blown away by all the progress. hopefully ill have time this weekend to go back to my necro.
gl all. seeing some kickass stuff out there.. actually, thats all i see so far...
*damnit, i suck /sniffle*
Santiago Szabo
06-10-2007, 01:34 PM
Well its my first time showing my litlle work... I will change the head and the hands of the personage... Its not a big change and not a redisign its more like a modding jeje... Sorry my english sucks :crazy::crazy:
heres the mesh...
http://img54.imageshack.us/img54/3220/espantove5.th.jpg (http://img54.imageshack.us/my.php?image=espantove5.jpg)
So i hear all your comentaries.
http://i55.photobucket.com/albums/g152/b_bucket/mario0007.jpg
mock-up of the hair
http://i55.photobucket.com/albums/g152/b_bucket/hair.jpg
Fenixy
06-10-2007, 03:18 PM
bb0x :haha: yes with that hair he is 100% italian
p.s[offtop] i was texturing, hidding some objects, whene i saw this:haha: i LOLed
http://img65.imageshack.us/img65/305/aaaal6.jpg (http://imageshack.us)
D-Chap
06-10-2007, 03:20 PM
I like the concept yoyomon, FFT is one of my favorites!
Also I love both the different Mario redesigns- they make me smile. I would love to play a Mario game where he looked like one of these guys- it would be hysterical!
Rhauk
06-10-2007, 03:54 PM
p.s[offtop] i was texturing, hidding some objects, whene i saw this:haha: i LOLed
*image*
Oh yeah?
I blame the mushrooms he's been eating!
http://img299.imageshack.us/img299/6764/asdasdiu7.png
By the way, show us some real WIP screens, I want to see texturing progress :3 (this goes for all of you~)
Tank[NL]
06-10-2007, 05:20 PM
small update. i (hopefully) fixed some anatomy issues. i added some props. a knive, potions and a little sack. im almost done modelling. just gotta add ears, hair and some small details.
tell me what i did wrong, so i can fix it :)
cheers all.
http://www.firstcelestialwar.com/pics/Necro10.jpg
BenniKImmel
06-10-2007, 05:24 PM
Sorry it took so long to post this, was busy messing around with the character some more. So, here is a front wireframe and a back. C&C appreciated!
omnicypher
06-10-2007, 05:47 PM
rhauk: i think you made the right descision with the mustache size. its looking pretty good, except for the nose. it seems like the textures kinda stretched there and usually noses have larger porse. but the overall color (blue chin, red cheeks, dark denim), and dark style fit pretty well together. i know its just a work in progress right now, but you might also wanna add in some backlighting to distinguish him from the backround, and maybe even lighten the backround a little. but if you lighten the backround too much he may not seem as dark or moody. its your call. but so far its looking great.
Fenixy
06-10-2007, 05:48 PM
Tank nice one ;P , you can optimize some polys on his neck
BenniKImmel i think there is alot polys on his arms and need more polys on legs
Rhauk if i show my textures all will slap and kick me :haha: but here is what i'm on: have 3 texture parts 1024x1024( 2 for body and acesories, 1 for alpha maps).First time doing full painted textures(i guess its my first low poly at all) so need more practise....:wall:
http://img123.imageshack.us/img123/953/rikuwip2za2.jpg (http://imageshack.us)
Rhauk
06-10-2007, 05:56 PM
Omnicypher: Thanks, I'll check out that nose. For the render, I got really lazy and didn't add any lights at all, since it was just a WIP shot >_< I'll light the next one properly, I swear~
Goust: Nothing to be ashamed of! It's looking great so far, just make sure to have some contrast. That's always my main problem when painting textures..
BenniKImmel
06-10-2007, 06:07 PM
The polys on the arms are there because the bracers have spikes on the back, and the legs have baggy pants, so I didnt really see the need for extra polygons, but Ill see what throwing some more in can result in. I still got the two lightsabers, holsters, hands and head to work on though.
Fenixy
06-10-2007, 06:29 PM
Rhauk: i have 2 monitors and they have diferent contrasts :cry:
BenniKImmel is this base mesh or low poly? if low poly you can weld vertex at front of brases. And this what i mean about legs (pic):
http://img407.imageshack.us/img407/5219/patrikvx9.jpg (http://imageshack.us)
Rhauk
06-10-2007, 06:36 PM
Rhauk: i have 2 monitors and they have diferent contrasts :cry:
I have the same problem :| One of my screens is an old 19" CRT, and the colors and everything is extremely different on it than on my new LCD screen.
Robbiek1000
06-10-2007, 07:09 PM
Ok, major update for me.....I've stepped up how much I'm working on this because I have an interview soon and I'd like to have it done before then! On to skinning!
http://i88.photobucket.com/albums/k187/Robbiek800/Vin/WIP10.jpg
Oh yeah, and the poly count is stilling right on 10,000, and that took some working to get to there. Sadly no room for weapons. :(
Rhauk
06-10-2007, 07:26 PM
A question for all you out there who use 3ds Max and the Skin modifier; My model is symmetrical, is there a way to mirror the envelopes so I don't have to weight everything twice? >_<
I've tried that Mirror Mode thing, but it doesn't seem to do anything. It displays properly and all, but it doesn't do anything when I try those paste-buttons.
Help greatly appreciated, I hate rigging D:
Robbiek1000
06-10-2007, 08:03 PM
Rhauk- make sure your you have you mirror thresh hold up to a good lvl first off, also make sure the orange invisible plane is in the center of the model. The biggest problem, and probably reason the mirror might not be working is if you haven't reset your Xform. You should alway reset the x form before you do anything like unwrapping and skinning. the way you can tell if your xform is all messed up is if you highlight the mesh and look at the box edges surrounding the mesh. If that highlighted mesh has a box around it thats lop sided or at an angle it means your xform is off. That box should be perfectly straight up and down.
I hope this helps.
Rhauk
06-10-2007, 08:09 PM
I made sure to reset the Xform and collapse the stack, then I made sure that the mirror plane was in the middle (it immediately popped up in the middle without me having to do anything to it), but I haven't touched the tresh hold thing yet.
I'll check if it works, then update my post.
Edit. IT WORKS :D
http://img526.imageshack.us/img526/2443/utennavnqw8.png
Mario wants to give you a hug!
omnicypher
06-10-2007, 08:57 PM
goust: damn! thats honestly one of the best 3d characters ive ever seen! the mesh flow looks perfect and the texture quality looks even better. but then again its not a very large picture, but either way its bad ass! what is he from?
http://i55.photobucket.com/albums/g152/b_bucket/mario0008.jpg
D-Chap
07-10-2007, 12:20 AM
I'm seeing some really good progress so far- I on the other hand take a while with characters. Not that I'm that great, I just take a while.
My dude right now is 1970 tris- still plenty more to do, and plenty of polys to use.
http://i196.photobucket.com/albums/aa314/D_Chap/real_wip.jpg
Kalango
07-10-2007, 12:44 AM
New comp huh?...Be shure i'll keep my eye in this thread....:) good luck guys, i see some wicked work so far...
D-Chap
07-10-2007, 04:32 AM
Was looking around for tips on creating next-gen characters and found this short article about Epic's process for making them (for Gears of War). I think it's worth a quick read:
http://www.gamedev.net/columns/events/gdc2006/article.asp?id=659
eiadahnim
07-10-2007, 07:33 AM
Rhauk :
Thank you so much for your good feelings. It means a lot to me, really :)
EvilKnight :
I really like where your going, very amazing job so far.
MMMM...
I have a question to you evilknight :roll:
Can you tell me the steps right from the start of the concept until the end of character design?
I mean
1st the Sketch of the concept " Right "
2nd Drawing the Front & Side view of the Concept to be used in 3D " Right "
.
.
.
.
.
.
Then what?
Yours
Fenixy
07-10-2007, 08:33 AM
omnicypher its from russian mmorpg WELL online (in development)
Tank[NL]
07-10-2007, 10:03 AM
D-Chap: thnx for the link. should be usefull. your mesh is also looking pretty good. lloks like some kind of medieval dude. reminds of the overlord from the same game. well, the boots do any way.
EvilKnight
07-10-2007, 11:42 AM
eiadahnim: Thanks :)
Can you tell me the steps right from the start of the concept until the end of character design?
I mean
1st the Sketch of the concept " Right "
2nd Drawing the Front & Side view of the Concept to be used in 3D " Right "
.
Then what?
Well
1st: get an idea of what you want, what kind of character, his background, basically as much info on what you need to create beforehand. Gathering as much Reference Material as you can.
2nd: thumbnailing, small crappy drawing of overall shape or mood you want.
3rd: actually concepting the character. Color sheme is a plus :P
4th: Making Orthographic views (front, side, etc...)
5th: Modeling base mesh in whatever software you use, always thinking ahead on what you will need for the characters. In this case, since I used mudbox, quads!!!
6th: Detailing the crap out of the characters. In this case is mudbox. Or if you preffer ZBrush its really good.
7th: Brining an intermediate Rez model in your software to fit better the low rez mesh to the final high rez.
8th: In my case, generating normal maps and Oclusion maps in XNormals.
9th: Creating Diffuse, Specular and alpha map in photoshop, adding extra normals with the Nvidia plugin and some layer styles changes.
10th: Setting up you shader/shaders in your 3D app.
11th: Rigging/Blendshapes/Influences
12th: Dynamic rigging (ropes, cloth, dynamic chains, weapon constraints, etc...)
13th: Posing, animating...
14th: Rendering
15th: Creating presentation sheet or video...
Those are what I usually keep in mind when desiging characters. It can change depending on the type of character needed (Game, Cinematic, next gen, etc...)
Those are not written in stone, but I generaly go in that direction when I work on Characters. In this case, its my second try at Next Gen Game characters. Did some very low rez characters in the past with very small texture file size. Still trying to figure out the best and quickest way for me to work on Next Gen, which Is why I basically join this contest ;) I'm mostly a High Rez Cinematic character guy, not that much into game models anymore, but with Next Gen on the door step, I couldn't resist :P
P.S.: Great work everyone!
eiadahnim
07-10-2007, 01:08 PM
EvilKnight: Thank you sooooooooooooooooooooooo much for those really handy tips in the process of making a character design, Although it seams easy to some, It's really time saving process.
Thanks again, & I wish you the best of luck in your career and character design as well.
Yours
http://i55.photobucket.com/albums/g152/b_bucket/mario0009.jpg
Finally done with the lowpoly... :D Now up to highpoly and scultping.. I don't think I'll do everything low poly and bake a texture from it..
Things like the toolbox etc. won't have much of a normal map same goes for the pipe-wrench...
Now that I think about it... I'd think it would have been better if the highpoly was done first... Seems like it'll way harder to fit the highpoly on the low poly instead of vice versa... any tips 'bout this?
Tank[NL]
07-10-2007, 04:17 PM
www.poopinmymouth.com. take a look at the normalmapping workflow tutorial.
in a nut shell, make yur low poly, unwrap it, detail/make high poly, copy the low poly. make sure the cage of the low poly is completely over the highpoly and bake the texture....
could be wrong tho :)
Yeah i know how normal mapping is done... I'just not sure if the highpoly will fit the lowpoly, I pretty much am satisfied with the lowpoly mesh, I dont want to edit the low poly mesh.
ill guess ill just load the lowpoly mesh in mudbox twice..leave one lowpoly and sculpt the other and check wheter it fit in mudbox itself..
basicly i was wondering about lowpoly > highpoly vs high poly > lowpoly
BenniKImmel
07-10-2007, 06:14 PM
Ok, So I took the advice and added some more lines in for wrinkles/folds in the legs, redid the belt so its seperate from the mesh (had some smoothing issues) and did the same for the gauntlet, so its seperate too. also added the hands so all Im missing is the head, which Im getting as much reference as possible :) (Also the lightsabers still need done, but that shouldnt be hard)
obibok
07-10-2007, 06:45 PM
ok heres a small update theres still allot to do ....
http://img219.imageshack.us/img219/8384/batsprogres11hd7.th.png (http://img219.imageshack.us/my.php?image=batsprogres11hd7.png)
TheMadArtist
07-10-2007, 06:57 PM
Modeling is done, except for some clean up work here and there. Got him unwrapped, now just playing with color schemes. Might lose the hat entirely. Since Darkwing uses a gas gun, I was playing with the idea of giving him a sort of mask that worked as a gas mask.
obibok
07-10-2007, 07:09 PM
TheMadArtist he looks nice ... and about the gas mask .... since darkwing was based on crimson avenger maybe u should base urs on sandman
TheMadArtist
07-10-2007, 07:15 PM
That was actually one of the guys I thought about. My Darkwing has a bit of The Shadow in him too. The only thing I'm worried about is losing personality with the mask. I'm roughing out ideas now trying to retain a look that shows some personality while still being functional as a gas mask.
Tank[NL]
07-10-2007, 07:54 PM
bb0x: hm, ok then :). i have done normalmapping once... as such i would be a bad choice for advice on that issue... i would think both methods have pro's and con's. i think its a matter of trying it out and figuring what suits you....
-IdanI-
08-10-2007, 12:37 AM
hi everyone awesome progress i decided to change my char kratos to another char from god of war so here is my Dive Skele low version done:hmm:
http://i59.photobucket.com/albums/g298/adudewithbangs344/LowFinal.jpg
D-train
08-10-2007, 01:18 AM
hello everybody, here is my update for my spectre man model. Pedro thank you for the encouragement on my model. I check out everybody personal website and everybody stuff looks amazing plus everybody in this contest is totally kicking a#$ man.Im 70% done but I have to get this modeling part done,comments are open, please, everybody have a good day
http://img166.imageshack.us/img166/29/spectremanscreenshootfrwy3.th.jpg (http://img166.imageshack.us/my.php?image=spectremanscreenshootfrwy3.jpg) http://img166.imageshack.us/img166/2802/spectremanscreenshootbabn1.th.jpg (http://img166.imageshack.us/my.php?image=spectremanscreenshootbabn1.jpg)
Agent-X
08-10-2007, 02:57 AM
Here is my work in progress, just a few more tweaks to do and Ill be set. Then Highres, texture, rigging and posing time.
http://aycu11.webshots.com/image/28010/2006278688488185658_rs.jpg (http://allyoucanupload.webshots.com/v/2006278688488185658)
http://aycu31.webshots.com/image/31670/2005112785183301878_rs.jpg (http://allyoucanupload.webshots.com/v/2005112785183301878)
Agent-X
08-10-2007, 02:59 AM
Also, does anyone know how to convert a mov file into a gif, or how I can go about showing a turntable on the web. If you could please help me I would greatly appreciate it.
Agent-X
08-10-2007, 03:52 AM
http://aycu07.webshots.com/image/31326/2004691733437628613_rs.jpg (http://allyoucanupload.webshots.com/v/2004691733437628613)
http://aycu13.webshots.com/image/31172/2005730925040333321_rs.jpg (http://allyoucanupload.webshots.com/v/2005730925040333321)
-IdanI-
08-10-2007, 04:12 AM
I'm done with UV mapping so here are a couple of angle shots. polycount is 9,984tris :faces:.
http://i59.photobucket.com/albums/g298/adudewithbangs344/rendertest.jpg
Agent-X
08-10-2007, 04:56 AM
Very nice work IdanI. Looking awesome there. I cant wait to see it finished. Its cool to see another God of War fan. Everyone is doing a fabulous, spectacular, kick ass job. Keep up the good work. Robiek looking good there pal. EvilKnight very nice work. Lexicon where ya been man, I would love to see more of your work dude. You got me last time around, so congrats on that. Big news I wanted to share with everyone. This is something that doesnt happen everyday and going a little off tangent, I just found out I am going to be a father and I just wanted to share with the 3d people out there. This will probably be one of my last comps I enter for a while, I will do my best to give you guys something talk about. My goal after this contest is to some how to make it in the game industry. I would love to try to make it with sony playstation studios in Santa Monica as a junior artist. All I can do is try and do my best. Good luck to everyone. Everyone keep up the good work. And keep it coming. I love looking at the entries. Peace!
EvilKnight
08-10-2007, 05:59 AM
First of all, congrats on the baby Agent-X! I have kids myself, so I'm happy for you. Examine your kid while you have a chance, you'll see a lot of creativity can come from kids! They don't often realise it, parents either, but they can be quite the genious you need to boost your imagination ;)
Thanks everyone for the Nice comments :)
I'd like to say that this is a great competition, a lot of talent on here, great progress everyone :)
Here is a Mudboxing update of my Older Link :)
Hope you like, still a long way to go, but definitly heading in the right direction. My Mudbox file is over 750megs in size already :s
Any C&C more then welcome ;)
http://img296.imageshack.us/img296/8641/linkwip008ex8.jpg
omnicypher
08-10-2007, 06:15 AM
i made a couple attempts at a body model, but so far im not happy with my meshflow. so i decided to make a head and start from there. heres a 2 hour work in progress and so far its been all out of my head. im seeing how well i can do without photo references. in the end ill compare it to some photos and see how well i did. i can see i need to move the chin angle down a bit, fix the eye topology, and add some ears, but im not sure how i should go about the nose. i want to keep everything in quads and pretty low in polys but its making the nose look kinda square. lips need work too. some critiquing would really help. for now im going to take a break and come back to it with fresh eyes.
EvilKnight- Looks cool man... but wouldnt it be easier/faster to just sculpt the "big" detail, and just use nvidea's normalmap pulgin for the smaller details?
Here's a CRAPPY head sculpt... >_<
http://i55.photobucket.com/albums/g152/b_bucket/crappy-sculpt.jpg
Rhauk
08-10-2007, 01:28 PM
No updates here, just wanted to say congratulations to you, Agent-X! :D
bb0x, it's not looking bad but that chin looks a bit weird, like erm, a tumor or something >_<
Other than that, it's good though~
defaultalias
08-10-2007, 02:00 PM
bbox, rhauk is kinda right. do you know what goiter is? if that's what you're aiming for, right on. but if not, try reshaping it altogether.
Reference (http://www.tonymesiatowsky.com/coppermine_dir/albums/3dgallery/hi_rez_modeling/fat_face.jpg)
Rhauk
08-10-2007, 02:47 PM
Gah, I'm thinking of just ditching the stupid rigging altogether. I've gotten everything decently rigged up, but whenever I try to pose him (and all the time when I was rigging) it just randomly resets.
Example: I move his arms and legs into the place I want them, suddenly he's standing straight as a pole again.
When this happens, I can't ctrl-z back to where I was either, so I just have to try again and again and again, but he keeps resetting before I get him into a nice pose.
I hate Max and its ****ty rigging system, GRARGH.
Fenixy
08-10-2007, 02:55 PM
nice job evryone
Agent-X congratulations!! about model: he looks much beter now with that armor.You culd optimize some polys on his back.
Evilknight: bad ass Link :D
here is 1 hour of skining(i wuld rather do day of unwarp then 1 hour on skining:cry:)yet there is alot of time to spent on textures
http://img124.imageshack.us/img124/8351/rikuskintestja8.jpg (http://imageshack.us)
Christian M.
08-10-2007, 03:06 PM
EvilKnight:
Here's my only crit on your awesome model.
I know you aim at making a more mature Link then in that order of idea
I would just make him "a little" taller.
The arms and legs muscles already got a beefier look than the original teen Link so now just beefing "slightly" it's overall scale would seem to me appropriate.
The Hair might gain in power if maybe a few hair strands escaped the hood and slided behind the ears.
For now I think it got a little of that "Akira kids" growing disease kinda look.
Don't take this crit badly, your model rock my world ,the sculpting and accessories and all are just great!!But you said crit were more than welcome...
And also I thought about you yesterday because I successfully created a
normal map out of mirrored Uvs ,
(and that in ZB which is known for being unable to deal with overlapping Uvs)
Somebody hinted to you the answer in a previous reply to you when he said
"you would have to offset the uvs".You probably didn't notice.
Actually it is the only way to do it( and it's really EASY)
1-You make two copies of your uvs
one with the symmetrical overlapping uvs with welded "center " seams
another one set of uvs from with you detach all one side of your model
(detached in the uv sheet not the model)
and just toss them away in a remote unused space of the uv sheet,
scaled down to a ridiculous small size.
You use the second set of Uvs to generate your normal map
(obviously one side of the model will look like trash)
But when you use that normal map with your first set UVs it just looks
perfect!With none of that pushing in and out issue you experienced.
(Just delete the "scaled down' side of your model on the map in Photoshop)
Anyway as you said 2048 is already enough,but maybe for another model...
Hope that helps!
Pedro Toledo
08-10-2007, 03:11 PM
I hate Max and its ****ty rigging system, GRARGH.
Are you using Biped?
If so, you should create keyframes for the biped before posing it, if you dont do it it will reset eventually.
I'm not sure it there's a simpler way to do it (I'm not an animatior, dont need to rig and animate things usually), but when I want to do it I use to select all bipeds bones and, having the timeslider set to Frame Zero, I click on the Set Key button (the red circle) on the Key Info tab of the Biped's motion Menu.
Then I usually slide the time bar to any other frame, so I wont change the skin pose at frame Zero, turn on the Auto Key button and start posing the Biped.
It always works... But there may be another way to do it.
Good luck!
Rhauk
08-10-2007, 03:13 PM
Are you using Biped?
If so, you should create keyframes for the biped before posing it, if you dont do it it will reset eventually.
I'm not sure it there's a simpler way to do it (I'm not an animatior, dont need to rig and animate things usually), but when I want to do it I use to select all bipeds bones and, having the timeslider set to Frame Zero, I click on the Set Key button (the red circle) on the Key Info tab of the Biped's motion Menu.
Then I usually slide the time bar to any other frame, so I wont change the skin pose at frame Zero, turn on the Auto Key button and start posing the Biped.
It always works... But there may be another way to do it.
Good luck!
Thanks! It actually works. I fear it will pop back again as soon as I take off the auto-key thing though D:
Now I've just ran into another problem.. how do I pose faces? >_< Mouth and eyes, I mean. Any tips on that?
Pedro Toledo
08-10-2007, 03:22 PM
Man, there are two ways to do it, Morph Targets (Blend Shapes in Maya) or to set a Bone system for a facial rig. In this second case you would create many bones, placed around the mouth, eyes, eyebrow, chics, jaw... and have them skinned accordingly to the areas they are supposed to have some influence.
For your need, to just have some better expression for a single Beauty Render shot, it would be MUCH easier to simply create a morph target. Or, even simpler than this, once you have you character posed, just add a edit poly modifier and tweak his face to whatever expression you want.
There's a pretty nice tutorial on having a Head using morph targets attached to a skinned body here on 3Dtotal's tutorial section. It may help you if you want to do the full morph target approach.
Good luck.
Rhauk
08-10-2007, 03:26 PM
Thanks, I'll do my best :3
If I figure out a really nice pose for a beauty render shot, I'll probably go with the poly modification to make sure it looks good.
I'll try out morph targets either way though, after all I'm trying to learn something new from this competition~
Here's a pose I just did to check out the rig. I hid his face because he had that weird un-rigged expression on him :b
http://img401.imageshack.us/img401/6597/utennavnpi7.png
BiG ToE-3DT
08-10-2007, 03:41 PM
Rhauk: I would add a few more lights(skylight) to your scene, to help lighten it up. And you will love morph targets, they can do great facial movements, and change up body parts. So if part of the mesh screws up after posing, you can create a morph target to fix it.
Rhauk
08-10-2007, 03:43 PM
Let's hope they're as awesome as you say :P
By the way, the renders so far haven't been "real" renders per se, so I haven't really bothered with lighting. Just added an omni there for some atmosphere *-*
Tank[NL]
08-10-2007, 03:55 PM
Agent-X: grats on the kid. i wish you many sleepless nights.. seriously tho, congrats.
to the rest: stop working so darn fast, damnit! :)
Pedro Toledo
08-10-2007, 04:00 PM
Yeah, morph target is really cool.
BUT, if you want to learn something that you could really apply on your professional life in the game industry, it would be better if you tried to learn how to set up a facial rig with bones, instead of morphs...
Although both techniques are correct in terms of animation tools, morph targets do consume more memory because it has to store many different shapes to have a nice variety of expressions. It can significantly raise your polycount.
All the projects I've been involved for the last couple of years used bones systems instead of morph targets. They are a bit more annoying to set up, but it consumes less resources.
But again, for this challenge it would be MUCH simpler to try morph targets, or even the edit poly modifier than setting up a facial rig using bones.
Sooooo, here is my Model/Concept for the Contest. (My first Contest an Post ^^)
Its a Redesign of Darth Vader.
http://freenet-homepage.de/xxstyxx/contest/vader02.png
Christian M.
08-10-2007, 04:25 PM
Styx: That's a redesign!SUPER COOL! Looking forward to how this nasty mofo gonna look in 3d!
EvilKnight
08-10-2007, 06:24 PM
Christian M. : Thanks for the feedback :) I agree with the hight And I entended to make hime taller. However, I was researching on the net, and well, I think Link is an elf right, so elf arent that tall, and usually are skinny right. So I decided to just beef him up! But I can always try at this point to see if I can still scale him up a bit, to make him taller, right now, he is exactly 8 head tall... Cause I've followed my drawings to the finest details lol :P Meybe doesnt look like so on the perspectives. And for the hair, I'm planning on adding some more as well... That will probably help, anyhow I have some extra tris to play with! :)
Thanks again, apreciate it :)
Agent-X
08-10-2007, 06:26 PM
Thanks all. I am looking foward to being a father. Now, while I can to bust my ass.
Christian M.
08-10-2007, 07:59 PM
EvilKnight: you've seen Lord of the Rings? Legolas is an elf and he's pretty tall.
Taller than Frodo and Gimli.Link is just small because he's a child.But
adults of the elven race can be quite tall actually.
But there also another kind of Elves more related to the spritekin, that are always small (like Santa Claus elves and the like),
if this is the direction you were heading I guess it's height is alright then.
EvilKnight
08-10-2007, 09:01 PM
Christian M.: Yhea, seen Lord if the Rings, I'm a big fan! But I gotta admit there is a lot of things I would've personnaly done diffrent on an artistic point of view :)
First Shots of my Model.
http://freenet-homepage.de/xxstyxx/contest/vader_render01.png
EvilKnight
08-10-2007, 09:38 PM
bBox: Yhea, maybe, But I'm really getting into the sculpting, and xNormal does a great job if you increase the amount of rays used to calculate the map, at gathering even the smallest details :)
Christian M.: Another thing I'd like to mention is that when I sculpt, I don't use symetrie, I sculpted each part diffrent, if you really look at the model, you'll see that because of That I cannot mirror my UVs!
Also My goal with this model is to have a Next Gen Character real time, and at the same time, a High Rez for Cinematic on the same rig, meaning that my Next Gen model will also be displaced mapped for rendering my High rez, wanting both side not to be symetric for realistic purposes!
Trying to make 2 shot with 1 rock!
:)
carlosf
08-10-2007, 10:54 PM
EvilKnight: I belive "Link" was based on D&D Elves, so he is smaller than normal humans. But the folklore elf is as tall as humans.
about elfs -> http://www.pantheon.org/articles/e/elf.html
as for my model, i cant work on it, my wife keep bugging to do something every time i sit in my comp.
EvilKnight
08-10-2007, 11:28 PM
Thanks for the info Carlosf, I had some D&D references to work on this indeed. Probably why the size is like he is right now :P And where I'm at right now, not really time to change proportions anymore :P
Lets just say that even if he is an elf, he didn't eat his vegetables like his mother told him to :P
omnicypher
09-10-2007, 01:20 AM
this is a redesign comp so even if there is some hieght requirement to get into the elf club, it could easily be redesigned. also the dirty scarred look works for him being that he grew up playing with sword, rolling around in the dirt, and only washing in local octorak infested ponds.
omnicypher
09-10-2007, 02:44 AM
i took a break from my competition entry and made a head tutorial showing the simplest form of my workflow. following these simple steps you can easily make a gears of war locust head in ten minutes or less. 5 minutes of 3ds max and 5 minutes of zbrush. but as you can see, it doesnt cover nose, ears, or lips. once i come up with a fast simple way to quickly do those ill make a new tutorial with a more realistic head. peace!
omnicypher
09-10-2007, 02:56 AM
one day, probably many years from now, i hope to be able to sketch a detailed character in under an hour. then i cant possibly loose intrest in my concept, at least until after its completion. and by then i hope to have a website full of tutorials of all i can learn from art college.
Tank[NL]
09-10-2007, 07:40 AM
nice mini tut, omni. ill take a look and see how it works, compared to my current methode. as for now, breakfast. after that school/gaming(can you believe im actually learning to be a game developer? wee :) ), ahum, and after that some more gaming...
peace all.
carlosf
09-10-2007, 11:54 AM
sorry for the short comment, im late for work. Update on the model.
Plz C&C:
L3XICON
09-10-2007, 12:25 PM
Agent-X congratulations dude!
no updates from me, havnt had chance to work at all on this, but hopefully in the coming days I can pick it up again. so much superb work being done here! so much I have no time to comment on each =/ keep up the good work guys, and hopefully I'll have something more to add soon
VinsanityV20
09-10-2007, 09:07 PM
Oh, Omnicypher, I too wish I could draw a detailed character in under an hour. The model sheet is my least favorite part of modeling, and even though I'm getting faster at doing it, and have gotten much better at doing it with just my WACOM tablet in Photoshop, I'd still much rather just start modeling.
Speaking of which, here's an update:
http://i136.photobucket.com/albums/q164/vinsanityv20/Untitled-1-10.jpg
I'm knocking the modeling out this week so I can unwrap next week and texture/rig right up till it's due. I was wondering though, does anybody have a good idea for a material for this model? Would Shellac mats look good to give ole' Mega Man here a nice metallic sheen, but not too fake? Rendering/lighting are by far my weakest area, but I want Mega to look as good as possible, so any suggestions are welcome guys:)
omnicypher
09-10-2007, 09:50 PM
my first one hour speed model. everythings from scratch and i took 45 minutes of max and 15 of zbrush. its a chibi version of the locust character. i think ill spend another couple hours cleaning it up and unwrapping, but ill probably end up using it for this comp. i got bored with my other idea, but this ones somewhat similar, but chibi :)
omnicypher
09-10-2007, 09:51 PM
wip:
Fenixy
09-10-2007, 10:19 PM
:smug:
edit: by the way can pet (mount) be part of character if all this enter 10k poly?
edit2: wos bored, did chocobo, all together have 7k polys so can it be part of it?
http://img452.imageshack.us/img452/3636/loolsd9.jpg (http://imageshack.us)
EvilKnight
09-10-2007, 10:34 PM
I say why not!!! ;)
Come on, give him the right! :P
eiadahnim
09-10-2007, 11:09 PM
EvilKnight: Your character is really taking shape here, I'm wondering how is it going to be after texturing which in my opinion is really going to enhance the details. :dance:
Agent-X:Brilliant work, I love where your going with your character. Lots of characteristics and confidence. :)
Goust: I like your character very much, However I want to give you a real advice here. I think you should increase the amount of Detail in your character so that It doesn't look like Sony one games. You could see Resident Evil 4 main character it will inspire you very much i think. :)
-IdanI-: Wow, your character really look very attractive so far, but dark colors if you could give a better shot please. :)
I'm still not quite pleased with it...>_<
http://i55.photobucket.com/albums/g152/b_bucket/sculpt.jpg
And here's the inorganic things I wanted to do with normal modelling/Testing subdivisions before sculpting.. (like seems, details on the boots, like "extruded" rings etc.) Got a bit carried away and modelled the folds >_<.
http://i55.photobucket.com/albums/g152/b_bucket/mario0010.jpg
Ghoust- Like Big Toe told Rhauk before -He could model Luigi if he wanted-
Basically everything is about the main character your redesigning... so anything else counts as the scene... About the texturing.. i feel its kinda simple.... too simple... it looks like you have just used and 512*512 map.. no real details painted in.. try to use overlay textures to make your character looks moor interesting.. Also try to add some skin tone variations.. Make skin that doesn't get much light more desaturated. etc. experiment and post your results. somebody will definitely do so commenting'.
EvilKnight- Hurry up and finish already XD. I want to see the final results lol. It just looks awesome man, no real crits here.
Omnicypher- 3 words; check your proportions.
-Idani- - Your model looks kick ass man, who/what are you redesigning?
omnicypher
09-10-2007, 11:46 PM
its supposed to be chibi, but i am going to shorten the arms a bit and make the legs a bit longer. but in the end the proportions will still be wierd. this is my first attempt at somthing chibi, so its going to take some experimenting. but zbrush is great for resizing of stuff!
BiG ToE-3DT
09-10-2007, 11:58 PM
Goust: you can make a mount, as long as both characters together come in under the limit.
-IdanI-
10-10-2007, 01:28 AM
thanks for the kind words.
@evilknight- really nice mudboxing love the details.:drool:
@agent-x -Congratulation man.....good luck :halo:
@bbox- good job keep it up. :haha:
http://i59.photobucket.com/albums/g298/adudewithbangs344/rendertest1.jpg
omnicypher
10-10-2007, 05:46 AM
heres a 2.5 hour update:
L3XICON
10-10-2007, 01:31 PM
ok quick update from me. still not very happy with it so far, but gonna stick with it ;p
so far 8000 tri's so may need to shave some off somewhere if I want to get everything I want in there. have no idea were they have disapeared too =/
revanto
10-10-2007, 03:06 PM
I just want to give newbies a little tip when they model.
If you suck at human proportions, export a model from Poser (assuming you have it) and use that as a reference model to get proportions and details looking right. Then with the model in the background, you model your mesh over the background model.
You can even deform the poser model to give you a better form to the character your want before you make it your reference.
This is not cheating because your are just using the Poser model as reference and creating your own model on top.
Another thing you can do is render the Poser model in Poser or your 3d program in your typical frontal pose then take the render into Photoshop and draw/paint your design over the model. This is especially useful if you are crap at drawing.
Hope this tip is useful.
Cheers,
Revanto ;P
kakkoii
10-10-2007, 03:18 PM
On that same note... if you are using Max with Character studio you could try using a Biped or if you can find a back issue of 3DWorld, last months issue came with a set of images from 3d.sk, about 30 different angles for both a man and a woman.
carlosf
10-10-2007, 04:35 PM
Ok, today i got some time to take a good look on the work:
Robbiek1000: The texture looks awesome. Very good work.
TheMadArtist: Loved the concept, and i´d keep the hat.
Rhauk: The posing looks cool, but i cant get a good look at the texture cause its very dark, but i think the whole concept is dark, right?
Styx:Nice concept, man!
D-Train: Im a big fan of SpectroMan, and model look very nice. Keep up. ;)
Agent-X: Congratulations man! Must be a wonderfull felling being a father. I wish you the best luck a father can have. :D
EvilKnight: Your model looks very awesome.Very nice details, and very good modeling in Mudbox.
Omnicypher: Nice mini tuto. As for drawing, i wish i could draw better, it really helps with the proportions and almost everything in the creation of the model (to put ideas on the paper firts to get a felling how it might look in the end really speed things up). If it helps, i always try to get some tips from http://www.conceptart.org/.
VinsanityV20: The model looks very good so far, much identical to its concept. Keep up the good work.
Goust: Pretty good model, and i like the chocobo idea...
bbox: Good modeling, he looks good, and i loved the hair. You could grow the nose a little, just to make him just a bit more italian.
-IdanI-: Awsome concept! loved the details.
L3XICON: Very good work. Your modeling and texturing at same time or thats just a testing tex?
Pedro Toledo: Cara, vc provavelmente naum me conhece. Eu frequentava bastante o 3D4ALL, mas faz tempo que naum acesso o site (eu esqueci a senha tbm :P) . Eu te conheco pq gosto paca dos teus trampos, alias, foi atraves do modelo do wolverine que vc fez que me mostrou lowpoly. Entaum sempre ficava de olho no seus WIPs. ..... foi mal demorar para responder, eu to muito ocupado ultimamente, entaum tento responder rapidamente algumas coisas, mas naum da tempo pra escrever muito.
:wave:
L3XICON
10-10-2007, 05:25 PM
carlosf yup. on this one I have decided to do some texturing as i go. for two reasons; I'm not making this model as a single mesh, or even a couple. each element is seperate and I find it helps my workflow to model each, then port to zbrush. create normals etc and texture before moving onto the next. and secondly with low poly i find it helps to single out what I can get away with on a texture and what can only be achieved with geometry. an example of that would be the studs on my skeletons tunic. I wasnt sure if i needed to waste poly's on them or if could achieve a decent enough effect with normals and textures. It is however proving time consuming so I am not entirely sure it was the best decision I have made ;p
well another update pic...
still unsure at the moment if I want to continue slogging through or to start on some radical changes. my main concern at the moment is I want to make him more like a celtic king rather than at current what is turning out to be a bog standard fantasy skeleton
Rhauk
10-10-2007, 05:40 PM
Thanks, carlosf. It's not a final pose, and the render is indeed very dark :\
My final render will probably be about as dark as that, but with much higher resolution. The darkness is indeed intended (to darken the mood a bit, I mean, he IS after all a horrible man!)
Edit: L3XICON: You're a bit right on the "standard fantasy skeleton" part, but I still think it's an awesome model and the texture is coming along really nicely. You can of course change it if you want, but in my eyes it's still an awesome model.
carlosf
10-10-2007, 05:42 PM
L3XICON: Wow man, thats really nice. If i try that i would problably get lost somewhere in the texture/modeling process and somenthing would definitely go wrong. Superb job :D.
Edit: Deleted last edit.
Add: L3XICON: I´ve searched for reference on celtic Kings (more specific Cormac Mac Airt and Fergus) and if your looking for a more realistic sket, i belive that it only needs a little work on the texture.
omnicypher
10-10-2007, 07:05 PM
lexicon: if you want to make it more celtic, throwing big celtic knot designs all over the shield and armor would probably do it. but either way its already awsome looking and could easily fit into any game that you use a sword. the only part that bugs me is the kilts alpha map. it looks kinda like the bottom is semi transparent fuzz floating instead of ripped clothing. with hair its good looking to have a slowly fading alpha because its semi-transparent to some degree. but on ripped cloth, there could be some fuzz hanging off the end, but it would mostly be opaque. either way it will still look good.
omnicypher
10-10-2007, 07:50 PM
This is not my work! this is just an example to show what chibi means. characters are intetionally disproportionate to show a more cartoony, childlike side of the character. it would be hard to try to make a realistic character and accidently screw up the proportions bad enough for it to be chibi. im definitly not the most experienced one here, but i dont suck at proportions that badly. technically, for mine to be really chibi, i should skew the proportions even more. i might enlarge the head a bit. usually chibi is about 3 or 4 heads tall. (think bobble head) sometimes even as short as 2 heads tall. starting with a poser character would just make me take longer screwing up its proportions, and the point of this experiment was 1. to see what i can do in 1 hour, and 2. see if i can make somthing that looks chibi. maybe one day threedy will have a chibi comp, but then again it doesnt seem too well accepted here. its harder than it looks to get chibi proportions to look right. but its a little late to start somthing new. or maybe not. i dont know. but if i keep flip flopping ill never finish anything.
omnicypher
10-10-2007, 07:56 PM
does anyone know if theres a way to make 3ds max, photoshop, or zbrush automatically orginize my pictures by "modified"? for me it always starts as alphabetical and i always have to change it.
Agent-X
10-10-2007, 08:17 PM
Once again, thanks all on the future fatherhood comments and all that good stuff. I am very proud and honored to be a dad. I am looking foward to it. Here is an update on my ZBrush work in progress.
http://aycu17.webshots.com/image/30416/2003214074812858644_rs.jpg (http://allyoucanupload.webshots.com/v/2003214074812858644)
http://aycu14.webshots.com/image/30373/2004614386191819227_rs.jpg (http://allyoucanupload.webshots.com/v/2004614386191819227)
omnicypher
10-10-2007, 10:49 PM
well they say the third times the charm. im going to start over and model kuan kong. he was a chinese warrior, and i think a general, but he was depicted in alot of chinese statues. i think ill make him a bit younger and take off some of the excess on his clothing.
Aarpie!
10-10-2007, 11:50 PM
Hell, I'm in. I'm coming in late, but I'm in anyway lol. I'm a total 3D noob, so I'll probably churn out some crap but, heck. Sounds fun.
We already got someone running with the blue bomber... I'm gonna redo one of his old baddies: Skull Man. I'll post up a con here in a bit :D
EvilKnight
11-10-2007, 01:42 AM
Thanks all for the nice comments! I'm returning those comments to you all as well, you guys are greate, it all looks awsome and its all very motivating :)
Haven't had the chance to work too much on this for the past 2 days cause I'm learning C language and also learning own to write shaders for my game engine! Decided to become a progammer as well. Been reading a lot of book, curently using Game Studio A7 with Lite C programing in thier editor. Been a lot of fun, still much to go ;)
But don't worry guys, I figure I have plenty of time to still finish this! You'll see it finished ;)
yoyomon
11-10-2007, 02:53 AM
Agent-X: I think the muscles on the sculpt are too defined and the abs look weird.
Omnicypher: Cool, it'll be interesting to see how this turns out.
Aarpie!
11-10-2007, 03:35 AM
Okay, ladies and germs. Here's my redesign of Skull Man. Im gonna do a collaboration with a friend of mine who can actually use 3D S Max (I'm uber noob. I can barely extrude as it is lol). Anyway... here's the concept (original design is the little guy that looks like he's dancing).
http://img.photobucket.com/albums/v243/aarpie/skullmanredesign.jpg
Lemme know what you think :D
omnicypher
11-10-2007, 04:22 AM
projection modifier is sweet! my only problem is i cant figure out how to mask it so its kinda sloppy around the edges. i thought regular masking would do the trick, but sadly no.
omnicypher
11-10-2007, 04:32 AM
kuan kong zbrush and max wip:
EvilKnight
11-10-2007, 04:34 AM
Press ALT or CTRL I think, when using the brush!That should mask in ZB!
omnicypher
11-10-2007, 04:42 AM
right now its symmetrical but eventually i think i will chop off one sleeve and add armor. and in the final version, i dont think im going to give him a long beard or the hat. ill probably give him a young male anime face, with some kind of spiky hair. i might change his staff to a sword. that kind of staff is usually a chicks weapon.
i got to give special thanks to kakkoi, because when i started this one, i started with a biped and it really helped me get a feel for the proportions before even making a box. and rigging it should be alot simpler due to me building around a skeleton instead of the other way around. my only problem with those bipeds is that they dont have good shoulder proportions. at least on max 7 they dont.
omnicypher
11-10-2007, 04:44 AM
i did mask it, but projection modifier ignored it and went outside the lines worse than a crosseyed preschooler with ADHD.
Mosmuis
11-10-2007, 02:10 PM
hey all, nice progress so far with everybody :o
decided to join in aswel. hopefully finish it this time >.<
the general 'idea' was to make a sort of evil , muscle version of daxter. but i will see how far it goes.. stil need to make the head anyway :)
everything is stil a big WIP. not even at 1/5e of the poly limit (which i think i wil never make but ohwel :p, also gave it some rough colours to see how it would look like :)
EDIT: i see that the his back looks really weird. but thats really jsut the perspective ;P
gaetan
11-10-2007, 05:56 PM
its look how the lizard king from dragon's lair
Agent-X
11-10-2007, 09:21 PM
work in progress. Still Lots to sculpt. Any feed back is appreciated.
http://aycu22.webshots.com/image/29461/2005153064840550988_rs.jpg (http://allyoucanupload.webshots.com/v/2005153064840550988)
http://aycu14.webshots.com/image/29373/2005133603441906339_rs.jpg (http://allyoucanupload.webshots.com/v/2005133603441906339)
D-Chap
12-10-2007, 03:00 AM
Omnicypher and Agent X seem to be doing pretty good jobs with Z-brush. I hate the damn Zbrush interface so use mudbox instead (although im not that great with it :(
Mosimuis: If you keep the whole thing under 2,500 - you could just add meshsmooth to it! Looks decent so far.
Another slow WIP- my main battle now is with the hair. I've already redone it multiple times- hair always gets me discouraged because I never know where I'm going with it.
http://i196.photobucket.com/albums/aa314/D_Chap/wip_2.jpg
Agent-X
12-10-2007, 04:33 AM
Thanks DChap. I have mudbox too, but I dont know that much on how to use it. I know EvilKnight uses it. I would like to learn Mudbox, becuase it seems like an awesome program, and I like the fact you can bring in multiple objects and sculpt them individualy. After this contest I think I am going to jump ship to Mudbox. I think I am tired of the 2 and a half d bit. Somethings are cool about ZBrush, but from what I have seen with Mudbox, I think I like it better for a modeling tool. The fact that it has a true perspective like maya and max and freatures very similar like tools that zbrush has is enough for me. ZBrush is kinda funky with some things. Oh well, I still do some damage in ZBrush, and this time around, I will stick with it for the time being.
EvilKnight, I was wondering do you use any instant messangers, I would like to learn some Mudbox from you when you got time possibly after this contest if thats cool with you. Maybe we can learn from eachother.
Pedro Toledo
12-10-2007, 05:02 AM
Well, ZB3 handles pretty well multiple objects and has a very nice perspective. :)
I like Mudbox too, but at the releases they are right now (ZB3.1 and Mudbox 1) I think ZB is a much more solid application... Of course, I'm sure people at Skymater are preparing an awesome update for their software.
Both packages rock.
Agent-X
12-10-2007, 06:38 AM
Yeah, both programs are good. I have ZBrush3 and the perspective is not true. I dont know if there is an update that fixed that, Ill have to look into that. I do like the fact you can paint in ZBrush also. The interface is quite different than mudbox. Autodesk did acquire Skymatter's mudbox, so I am very curious what is going to happen in the future. I do believe Max and Maya are going to become one program very soon, so thats what I heard anyways, and now that they got mudbox also, I do believe that they will possibly combine all 3 to make something very awesome. This is just what I think, I am not stipulating anything. I know I dont want to put my foot in my mouth, but hehe, yeah, thats just my oppinion. Anyways, all the programs are good programs, as an artist, just like all the other artists, I am just trying to learn as much as possible, keep my skills up to date as much as possible and do the best I can. And somehow find a way to get into the game industry, as I have been trying for a good 8 years now. So, um hopefully one day. I keep my hopes up. Anyways, Keep up the good work everyone. Everyone here is doing a fabulous job.
Christian M.
12-10-2007, 11:58 AM
Agent-X:
Press P to get in perspective mode in Zbrush.
(and play with the Focalshift if you're unhappy.)
Iv'e been doing some very accurate view matching between
Max and Zbrush and was able to get vertex on vertex precision so you shoudn't
have any problem with it.As for mudbox,the 2.0 version will be able to do some texturing so this is going to be a very exciting year in 3d!!
Agent-X
12-10-2007, 03:06 PM
Yeah, I just figured that p part out last night. My friend EvilEngine helped me. We looked at ZBrush Central and saw that. And yeah, it sounds like its going to be an awesome year and future. I am upto date now with ZBrush getting the update bit, thanks for telling me Pedro. Now to just keep working away. Thanks for the info as well Christian M. The world of 3d never ends.
EvilKnight
12-10-2007, 06:08 PM
Agent-X, don't I already have you in my MSN? If not, check my profile, my msn is in there! I don't mind at all! As a matter of fact, the more crazy people we are, the better the party :P
-IdanI-
12-10-2007, 10:34 PM
its been a while since update so here is my 3 hour zbrushing. still a lot to be done.:evil:
http://i59.photobucket.com/albums/g298/adudewithbangs344/rendertest2.jpg
omnicypher
13-10-2007, 12:11 AM
yeah i havent tried mudbox and i never even seen its GUI. ive gotten used to zbrush2 and mostly its about realizing that your not in a 3d moddeller, your in a paint program with 3d added on as an afterthought. there is no camera and there is no model. only tools exist and only one at a time. tools were intended to make a 3d scene. after you get over that realization, zbrush gets a little easier. but im still not sure how to sculpt with anything but the standard round brush. execpt for the projection modifier.
agent-x: i think his ears could be a little larger vertically. besides that, its looking good. and i dont think autodesk will be combining anything. if they do, they would probably make less money unless they cranked up the price. plus there wouldnt be too much variety out there. but then again, there would be far more tutorials for "maxyabox" than anything else. i just hope the monopoly doesnt kill the innovation.
ive done it before, but i cant remember how, to turn on normal maps in 3ds max active viewport.
plus they never combined autocad with max, wich they could have done a decade ago.
omnicypher
13-10-2007, 01:03 AM
heres where im at:
omnicypher
13-10-2007, 02:11 AM
i have a problem. i rendered a normal for the clothes and a normal for the hand, but their normals dont line up and it looks like it thinks the light is comming from multiple directions. this is the first time ive worked with normals so im not sure how to line them up correctly.
defaultalias
13-10-2007, 02:26 AM
looks like one of the channels is inverted. different cards/apps process it differently, so try inverting the green channel maybe.
omnicypher
13-10-2007, 02:31 AM
but neither of them are correctly alligned with the world. it seems like when i move the light directly above the object, it thinks the light is comming from some random strange angle. on a normal map, which color means up in the z axis? and shouldnt most of a normal map be blue with small amounts of green and red? mines mostly green and red and i think thats part of the problem.
omnicypher
13-10-2007, 03:03 AM
ureika!! if anyone uses zbrushe's zmapper, make sure you click on "tangent space normal map" before you click "create projected normal map". its default is set on "object space normal map" and to make a long story short, it will make it look like crap. not 100% sure it will work, but ill find out in 5 minutes!
worked perfectly!
eiadahnim
13-10-2007, 03:29 AM
Hi Guys,
I'm kinda going to model a dead pierate for this challenge :smug:
This is the first most work I have done for this forum, and I'm really pleased!
- The face is not done yet, Still working on it-
http://i227.photobucket.com/albums/dd167/eiadahnim/001.jpg
2000 tries
For those who are interested in critiquing my work please use even markers in the image if you would like :evil:
omnicypher
13-10-2007, 03:54 AM
not my original intentions, but i might keep it like this. ive seen a ton of kuan kong statues in china town, but i dont think anyones seen anything like this. chinese locust lol :)
Pedro Toledo
13-10-2007, 04:15 AM
Omnicypher, your normal map is not 100% correct... Take a look at the light direction, you mesh is being lightened from the right side of the picture (see his face) but the normal map details are being lightened from the left side of the picture... see??
You should probably invert the red channel of your normal map.
Hope it helps :)
BiG ToE-3DT
13-10-2007, 05:51 AM
eiadahnim: which pirate is that? Other than that, so far, so good.
eiadahnim
13-10-2007, 07:01 AM
Big Toe-3DT: I'm working on it. I'm not sure how he would be
The inspiration is coming from the pirates of the Caribbean.
If any one could help please let me, I'm looking forward because I feel a little be lost. This is my first try in game character design.
BiG ToE-3DT
13-10-2007, 04:21 PM
well the first thing you need to do is find a lot of ref images from the movie. Then find the character that stands out the most to you. Then, redesign him/her. But above all else, keep an eye on the head you got going now, the height seems off. Needs to move up some.
omnicypher
13-10-2007, 04:43 PM
pedro: i didnt even notice that. but now that you mention it i think your right. i was just happy that it was responding to the light alot better than it was before. earlier, when i had the object space calculated normal i would move the light from front to back above the character and on the body it would look like the light was comming from the bottom backside and on the hand it looked like it was comming from the bottom right side.
for some reason zbrush renders my texture flipped vertically. so i would have to flip it before applying it in max. is this normal and how would i fix it if not?
Christian M.
13-10-2007, 05:00 PM
omnicypher: It's normal. Just flip it vertically in Photoshop.
Agent-X
13-10-2007, 06:59 PM
work in progress. I am working on the anatomy still and adding fur underwear, I did the outline of the underwear, now just to add the fur.
http://aycu07.webshots.com/image/30046/2000869993404732660_rs.jpg (http://allyoucanupload.webshots.com/v/2000869993404732660)
RiCkFX
13-10-2007, 07:25 PM
small update from me, i kind of sweep slowly behind you guys :/ - but this is mainly a practice after all - didnt even start on the 3d part.
http://nfsaddons.com/rick/contests/threedy/17/concept_wip9.jpg
kind of made a "shade laying" of the face components.
- Rick.
defaultalias
13-10-2007, 08:09 PM
RiCkFX- your light sources are all mixed up. take the face and right/left arms. all three are lit from different angles.
-IdanI-
13-10-2007, 08:12 PM
hi everyone i just got my second monitor today and i was wondering if anyone could tell me how should i hook it up to my rig and if there is any program i need to do so. any help would be appreciated. :dance:
RiCkFX
13-10-2007, 08:31 PM
defaultalias, i was trying to get the light from the top left, somehow its not too easy on the right arm then thoo :/ but thanks for pointing out, ill look into it.
- Rick.
BiG ToE-3DT
13-10-2007, 11:48 PM
RiCkFX: the truth is, concepts are nice to have but are not needed. In this competition the model is what matters. Your running out od time.
-IdanI-: your video card should have the software it needs. Just go into the properties menu and set it up so that the video card knows there are two monitors.
RiCkFX
14-10-2007, 12:37 AM
i know, as i said i mainly use this for practice.
- Rick.
VinsanityV20
14-10-2007, 07:22 AM
http://i136.photobucket.com/albums/q164/vinsanityv20/Orthos.jpg
http://i136.photobucket.com/albums/q164/vinsanityv20/polycount3126.jpg
I can't believe he's this low-poly right now! Oh well, this is a low poly comp after all, and he's matching up with the design well enough. Figure I just have a final quick passover to clean up what's there, but I barely had enough time to get this far as is in between classes and work, so he's basically done ('cept for his wires and cords and shi*). It's pretty cool because at this low polycount, I can just meshsmooth him and leave it as is, instead of smooth grouping everything like normal. The face especially will look alot better if I meshsmooth it, though I know the armor needs some groups.
Also, had a chance to catch up on some of the awesome work going on here lately...
Omnicypher: Your high res models are looking sweet; the whole chinese statue vibe you got going is unique and I can’t wait to see your model come together
EiaDhanim: first off, crazy name dude:) Secondly, your pirate guy looks solid so far, keep going!
Aarpie: Dude! Nice Skull Man redesign - glad to see more Mega Man fans join the comp! Hope it turns out well!
Mosmuis: nice concept. Daxter is one of my fave game characters; do him justice man!
BiG ToE-3DT
14-10-2007, 03:43 PM
VinsanityV20: keep an eye out for 5 sided pollies(lower leg) and you might want to revisit the foot, I'm sure you can get it to look more like the concept, instead of a round box.
VinsanityV20
14-10-2007, 07:06 PM
nertz - I guess I'll clean up the feet then. But it's already the 14th - just two weeks to go. I know it's not the cleanest model I could've done, but these comps are mostly just practice for me anyways. At least while I'm still in school. And with my schedule I really should be thinking about unwrapping and texturing and rigging now-ish if I want to finish. *sigh*
Time for a quickie modeling cleanup.
VinsanityV20
14-10-2007, 07:07 PM
Actually, time now for homework. Tonight I will clean up the model:)
Sebiomegas
14-10-2007, 08:27 PM
Hello to all of you.
Here is my final mesh with UVs.
Now it's time for Zbrush.
Keep up the good work!
http://img87.imageshack.us/img87/5233/sebtremblaycomp17meshah7.jpg
-IdanI-
14-10-2007, 09:38 PM
a little update on the character this time with normal maps applied although I think i need to tune down the bump:hmm:
http://i59.photobucket.com/albums/g298/adudewithbangs344/rendertest3.jpg
Here an little Update of my Vader.
I haven´t much Time the last Days, but i still work on it. ^^
http://freenet-homepage.de/xxstyxx/contest/vader_render02.png
D-train
15-10-2007, 04:31 AM
hello everybody, everybody work is looking good. sorry it took me so long to post up some work but I believe Im done with the modeling part. if anybody see something on my model that I might need to change let me know comments are open.
carlosf im glad your spectreman fan that is cool man and thank you for the love thank you
agent X congras to you to become a future dad man. I would love to mail you a cigar if you smoke, your model is looking hot, smoking
http://img99.imageshack.us/img99/8408/spectremanscreenshootbapc3.th.jpg (http://img99.imageshack.us/my.php?image=spectremanscreenshootbapc3.jpg) http://img99.imageshack.us/img99/9623/spectremanscreenshootfrmx0.th.jpg (http://img99.imageshack.us/my.php?image=spectremanscreenshootfrmx0.jpg)
omnicypher
15-10-2007, 10:34 AM
i think i might switch from the carved statue style that im currently doing, to a more realistic style. silk has far different properties than carved wood or stone. im also thinking about starting from the inside out and working in layers. ill build up the armor, then the silk robe over top. ill still put dragon designs on the robe, just not protruding out so far from the surface. ill also go back to the human idea, becuase i couldnt really call it my own character if i use a locust looking head. but im still going to loose the long beard, becuase 1. it would cover up alot of armor/robe and 2. i wouldnt want to go through the trouble of rigging it. and through some research i found some more examples of guan kong/guan yu and i realized hes redesigned as a main character in alot of dynasty warriors games. im going to try to make mine a little bit different. so i guess i might start over with the same idea, just different style.
ianchaos
15-10-2007, 11:44 AM
Finally found some time to get most of the body work done. Still have to touch up a few things, but then it's off to UV/Unwrap and Mudbox...as soon as I can find some more time. Since I have plenty of extra tris left I'll see what I can do about working up some weapons for him...brass Knuckles, baseball bat, tommy gun...etc
http://i125.photobucket.com/albums/p55/ianchaos/3.jpg
http://i125.photobucket.com/albums/p55/ianchaos/4.jpg
gaetan
15-10-2007, 03:12 PM
i started this in one hour
ill find the time to do it more
i have to change my pc but im thinking work its not my priority
anyway big fun on this board :dance:
Pedro Toledo
15-10-2007, 05:11 PM
Gaetan - You should try to model your character in a neutral pose. The way you've modeled the legs (specially the knees) probably wont deform/animate well when they get straight.
Good luck.
gaetan
15-10-2007, 06:11 PM
i know model are required neutral pose to be rigged :wall:
but i wanna try to model some in pose and do it little moves
depend of my humor tomorrow i like to try to start from this 2-3 hours modelling to do some kind of it how demogoblin-osborn-jasone macendale-green goblin-etc
thank for your interest
im pretty satisfatied about result considering less time of modellin but i have to do more and fast(hands-toots)
BiG ToE-3DT
15-10-2007, 06:40 PM
I know the breast don't look right, but, the idea is that they will be mostly covered, and pressed down by the outfit. That's why they have that strange look. So my fingers are crossed on if this works out.
http://i55.photobucket.com/albums/g129/DJBiGToE/008-15.jpg
RiCkFX
15-10-2007, 06:56 PM
thanks for posting a wireframe of an unfinished female thoo, man, great reference for me.
and yes, the breasts are strange - lets see :)
- Rick.
BiG ToE-3DT
15-10-2007, 07:03 PM
I like breast, but yeah, those need work.
Quick question.....the textures sizes....says something about them all being 2048x2048. Does that mean that each textures, meaning bump, color, spec, etc will be 2048 each? or all combined come to be 2048x2048? I was wondering just before i start texturing and all.
ianchaos
15-10-2007, 10:19 PM
Here's what I've got for Big Boy's weapons...a Tommy Gun, Brass Knuckles, and a good old Louisville Slugger. Right now I'm sitting at 8898 tris, so I still have a few left over to smooth things out and/or add some detail.
http://i125.photobucket.com/albums/p55/ianchaos/6.jpg
BiG ToE-3DT
15-10-2007, 10:20 PM
Neto: each texture sheet: diffuse, bump, spec, oppacity, etc, has a size of 2048.
Before i start zbrushin', i wanted to show you guys what i've been doing. I usually tweak stuff whenever im inside of zbrush....but the problem i had with this model was that i kinda drew my ref images wrong. And the head ended up sticking out a little bit.
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/wip02.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/kungLao_refPics.jpg
The other thing i want to do is model the belts that hold the swords......... the whole idea behind the swords is that they can stick to each other and become and boomerang like weapon........which could replace the hat.....because lets face it the hat is what makes Kung Lao...
Agent-X
16-10-2007, 02:00 AM
work in progress. I figure by tonight, ill be done with the body and then on to the rest tomorrow.
http://aycu08.webshots.com/image/31407/2003742585219227034_rs.jpg (http://allyoucanupload.webshots.com/v/2003742585219227034)
http://aycu13.webshots.com/image/31492/2003746134915609033_rs.jpg (http://allyoucanupload.webshots.com/v/2003746134915609033)
http://aycu20.webshots.com/image/30419/2003736665346419528_rs.jpg (http://allyoucanupload.webshots.com/v/2003736665346419528)
BiG ToE-3DT
16-10-2007, 02:22 AM
boob job, and the start to her outfit:
http://i55.photobucket.com/albums/g129/DJBiGToE/016-7.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/015-1.jpg
Christian M.
16-10-2007, 02:45 AM
BiG ToE-3DT: Wow!!!You could have used her to make Tsunade-sama!!
simple_minded
16-10-2007, 03:29 AM
BigToe----> Who's boobs are you modeling? I prolly missed it, if you posted it.....
?BAMF?
BiG ToE-3DT
16-10-2007, 03:55 AM
well, I'm just making it up as I go. Not sure if you've seen the guy Kenpachi Zaraki, from the Bleach cartoon, this is the female version of him. He is a big dude whos presence is felt when he walks into the room. I gave her big ole .... to try and represent that.
It was a rough few days, I had to spend several hours a day looking at different breast, trying to pick the right size and shape. It was hard to choose, I liked them all.
Agent-X
16-10-2007, 04:52 AM
LOL! LMAO! Thats freaking funny Big Toe. I think you should tweak the face a bit though. Thats a big chin for a chick. I would spend more time looking at faces then worrying about her boobies. Hehe. But yeah, cool outfit.
Well Anyways, here is my highres body, I plan on moving on to the rest of the stuff now.
http://aycu40.webshots.com/image/28799/2000644490826286248_rs.jpg (http://allyoucanupload.webshots.com/v/2000644490826286248)
http://aycu34.webshots.com/image/31993/2000690933530649839_rs.jpg (http://allyoucanupload.webshots.com/v/2000690933530649839)
Rhauk
16-10-2007, 05:52 AM
Big ToE, I think it's awesome that you're making a female version of Zaraki, but I don't really like the execution. It's a nice model, I'll give you that, but I don't just buy the whole "thin, huge breasted bimbo" thing. I mean, Zaraki is supposed to be a huge, buff and badass character, not one of those annoying sidekicks like Orihime (whose only job in the anime is to cry and go emo about how she never helps people enough).
I'm not saying it should be one of those bodybuilder females, but seeing as how the only thing Zaraki cares about is fighting, those water balloons would just be getting in the way +_+
Do your thing though, it's your submission, not mine.
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