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L3XICON
16-10-2007, 12:29 PM
Agent-X really coming along nicely, good work mate. muscle definition is superb, my only crit is that the ab's still look a little strange, just a tiny bit of tweaking maybe would correct it tho. excellent work so far )

BiG ToE-3DT lol. looking great so far. I think I am with Rhauk in that her size may not fit in with the concept (though i am not too familiar with it) yet however, the proportions of female anime character's bodies rarely seem to impede their fighting abilities ;p be good to see were you develop on this )

Neto holy cow! thats looking amazing mate. the swords look really mean lol. really looking forward to seeingt this after the zbrush treatment

everyone else. great looking work so far. wish i had time before end of lunch break to comment on you all. but keep it up!

I have made a few changes to how I want my character to look. He just wasnt looking kingly enough. and also have decided to move away from modelling around the pose, and go back to a 'zero' pose and to rig it later. Have ditched the kilt and given him more of a robe / long coat more fitting with what boromir and aragorn wore in the films.

I have also ditched the helmet, and will be lookng at doing one with a similiar desisgn yet more crown-ish.

any thought crits or comments are welcome

BiG ToE-3DT
16-10-2007, 02:58 PM
Rhauk/L3XICON: as far as the boobs go, they kinda just happend. I was modelig them off of a ref image, and got carried away. at first I was like you guys, thinking they where way too big, then I watched an episode of Bleach and saw the little guy's vice capitain. She fights just fine. But the good news is, those things are just verts. So if it doesn't look right in the end, I can push, pull, scale, till it does.

Rhauk
16-10-2007, 03:04 PM
Rhauk/L3XICON: then I watched an episode of Bleach and saw the little guy's vice capitain. She fights just fine.

Meh, I'm no fan of Matsumoto. But then again, I'm not a fan of big-breasted anime characters in general :B

BiG ToE-3DT
16-10-2007, 03:12 PM
what, how can you say that and still be a anime fan?:cry:

Rhauk
16-10-2007, 03:19 PM
:grr:

Fenixy
16-10-2007, 04:40 PM
Kenpachi is a big guy like 2.5 meters tall with inormous strenth, i cant imaginate him like woman with small breast.I mean all power is in boobs, exemple :Tsunade-sama from naruto... big boobs-big powers :smug:

katana
16-10-2007, 06:40 PM
nice work here. I wish I could have been a part of this one, but like everything else I get involved in, my ideas and concepts are well beyond my skills at the moment. I guess I'll look to the next one...

bb0x
16-10-2007, 08:36 PM
I don't feel like continuing this any more ..>_< anyone got tips on modelling teeth?.. should i model every damn tooth? or just an alpha plane?

Right now i need to do the inside of the mouth... and then uvw

What i did was "cut" ever part i want to have separated on the uvw so right now i got everything kinda "segmented" after the uvw im going to stitch them all together again.

BiG ToE-3DT
16-10-2007, 08:38 PM
use a plane.

Raul
16-10-2007, 10:35 PM
c'mon you guuys! Be more optimistic! Even tho is tough, even tho your concepts and ideas are beyond your skills. Do it anyway! Practice, and practice.

Just think, u do a little on this competition, push yourself to see how much you can get done within a specific time period. Then sit down and look at what you have....even if u didnt have time to texture your character....or whatever, the point is that you tried.

bb0x
16-10-2007, 11:52 PM
I have unwrapped almost everything now.... just need to unwrap the inside of the mouth and his toolbox with the pipe wrench. just need to arrange the uvw's 'cause the way they are right now was purely to get everything uvwed.

Quick question... how would you guys go about unwrapping inorganic stuff? Just using the "box mapping" method? Or like how you would unwrap something organic? (with lscm and stuff?)

http://i55.photobucket.com/albums/g152/b_bucket/mario_0011.jpg

Raul
17-10-2007, 12:28 AM
The way i usually uv map my stuff depends a lot on what it is..... i dont have my uvs for my character for this competition rigth now, but i'll post up the screenshot later.

Basicly, if im doing organic stuff....i would do a plannar mapping, and then manually break down and sew up uvs. My friends and classmates think im crazy. Yet they love my technique! Is very efficient.

If im doing inorganic stuff, i'll iether use automatic mapping, just so i can get each and everything nice and even........this would be the case if its something like a wall or a simple gun. For my for this project i manually uv mapped the sword in such a way that i know that i can go in and texture carving and such.....and i will know where everything is when i look at it. So instead of everything being nicely spaced out...is very rough and straight.

Listing to the industry's pro advice....i learned that with the whole "next gen" deal.....textures are handed down differently now..... is not something that you HAVE to do, but something you should keep in mind.....mainly for simplicity reasons. Keep everything in one uv map. specially if u are going to end up with a normal map, diffuse, specular and color later...... And while you are at it make sure that you keep everything in your map proportional, dont make areas bigger just because you want "more texture detail" keep evertyhing proportial and give the same love to all the parts of your texture......i hope this makes sense......is not a rule or anything is just a workflow i guess.....

I 'member back in the good old days of unreal tournament, people always had one map for the body and one of the face.....where the body was 1024x1024 and the face alone was 1024x1024........ you can still do it that way...but i personally think is easier just having one map handing everything. but that's just me....

By the way, i use maya, and i know that unwrapping in map might be a bit tricky

bb0x
17-10-2007, 12:51 AM
Cool thanks for the explanations... basically what I was wondering was the way inorganic stuff should be uvw'd. I know how to uvw and texture and set up uvw maps, just wasn't too sure on how to actually unwrap the toolbox i got.

D-Chap
17-10-2007, 02:49 AM
Yeah what Neto said about keeping everything proportional is important. I typically pelt map organic stuff and for inorganic stuff- box/ planar maps tend to do the job but there's often a lot of tweaking you have to do with the different pieces since you usually half to cut it up into a bunch of UV pieces.

It's kind of hard to explain in words- see if you can find 3D model unwraps.

This is a jet (http://dchap.com/Portfolio/art_work/textured_models/vehicle/Jet.html) I did a while ago- the UV layout is pretty solid.

Christian M.
17-10-2007, 02:50 AM
bb0x: I use LSCM for all my Uv needs.Organic and inorganic.
Then I use Deep Uv to weld my slices in order to get the most continuous
Uv sheet possible.
(because let's face it max's stitching tool is not even close to crap)

For a tool box like yours for example,I would define seams along all sides
then decide the orientation of the sides I'm gonna weld in relation to the
perspective the item is gonna be seen.

Agent-X
17-10-2007, 03:56 AM
Work in progress on the bear coat
http://aycu31.webshots.com/image/31350/2004668645368465444_rs.jpg (http://allyoucanupload.webshots.com/v/2004668645368465444)

BiG ToE-3DT
17-10-2007, 05:23 AM
Agent-X: looking good, what image did you use to mask out the fur, its perfect.

pushing 8,000 tris, so that gives me 2,000 to make the sword:
http://i55.photobucket.com/albums/g129/DJBiGToE/021-5.jpg

Agent-X
17-10-2007, 05:55 AM
I am using ZBrush 3.1 and I used the Slash2 tool and the default alpha that comes with that tool, I used a Z intensity of like 10 or 15 and a draw size of 15 and that did the trick for me and I just kept stroking away slashing at it and that created the fur effect. It works for me. After I do enough of that everywhere, Ill take the move brush and move some of those strokes so it looks curved and not so straight. I hope that helps. Peace!

Agent-X
17-10-2007, 06:13 AM
Here is a pic of what I was using. Basically I use the slash 2 brush and the default alpha that comes with it and a Z intensity of 10 and draw size of about 15 or so.
http://aycu11.webshots.com/image/31330/2001455068009922025_rs.jpg (http://allyoucanupload.webshots.com/v/2001455068009922025)

RiCkFX
17-10-2007, 03:17 PM
i really love that bear, man!

ok heres, what i got so far, just straight modelling no tweaking - no detailing yet.
http://nfsaddons.com/rick/contests/threedy/17/wip1.jpg
duh, forgot the info: polycount is 6756 untweaked.

- Rick.

Mosmuis
17-10-2007, 04:23 PM
did some work on the boots :) also made some more "stuff" but wil post that later ;)

bb0x
17-10-2007, 05:46 PM
Hey Mosmuis aren't those flaps supposed to go to the back... as opposed to going to the front like you got right now. I guess it really isn't "wrong" but I most of the time they point to the back.

Agent-X
17-10-2007, 07:21 PM
Here is my current work in progress on the bearhttp://aycu37.webshots.com/image/29076/2003150393958976404_rs.jpg (http://allyoucanupload.webshots.com/v/2003150393958976404)

yoyomon
18-10-2007, 01:11 AM
The mesh is looking pretty good Big-Toe. A couple of things though, I think her jaw is too big and the top front portion of the skull should be lower than the back end of her skull.

Mosmuis: I did a quick paint over of a section that could use some optimizing. The orange is where you can create some edges and the blue is what you should get rid of. You can get some more polies if you didn't hollow out/extrude in the clip too (green). Also you can probably get away with creating the spikes seperately and and sticking them where they need to be instead of extruding.

http://img521.imageshack.us/img521/6045/updatebootscopybg2.jpg (http://imageshack.us)

BiG ToE-3DT
18-10-2007, 02:59 AM
yoyomon: I think I know what you mean, but if you could, maybe, show me, just in case I'm wrong. Thank You.

Agent-X
18-10-2007, 03:13 AM
Mosmuis I agree with Yoyomon, I would make those spikes seperate objects, that way you can save polygons. I would do the same infront on top of the shoe where you got the spikes there as well. On the Spike its self I would delete the bottom face as well and stick the spike inside a little bit so it penetrates through the straps on the shoe. Every polygon counts. This saves you polygons.

Big Toe my friend. is this suppose to be an anime character? Or more realistic human character style. I looked up the name of the character you are doing and I believe its like a samurai anime looking character. Correct me if I am wrong. If its a human character and more realistic, I recommend looking more at real women, use www.3d.sk, www.perfectpeople.net, http://www.female-anatomy-for-artist.com/
All of this will help you.
If it is anime style, there is a ton of refference on the web.
I hope this helps. I try hard myself to get the anatomy right and push myself to take it the extra step. I am just trying to help ya out bro, from one artist to another. Having a ton of reference helps. I download like 50 to 100 images or so when I work on something, sometimes even more. The more the merrier. Your model is looking good for a start, just a few tweaks will help it out.

With this one, I went nuts! I even purchased the action figures of Kratos from God of War. I wanted to capture the look, feel, and everything as close as possible. Anyways, Peace and good luck to all. Everyone keep up the good work.

Mosmuis
18-10-2007, 08:34 AM
*quick reply*
thanks Yoyomon and Agent-x, Will work on those area's and yes lol, the bands are suposed to go to the back instead of the front, didnt even noticed that myself :)

BiG ToE-3DT
18-10-2007, 01:18 PM
Agent-X: the original character is an anime guy, mine is more of a stylized version of him as a female. I'm hoping the textures will make it more clear. But thanks for posting the links, I'm sure everyone can use them.

yoyomon
18-10-2007, 05:00 PM
yoyomon: I think I know what you mean, but if you could, maybe, show me, just in case I'm wrong. Thank You.

http://img530.imageshack.us/img530/8650/headhelpfb9.jpg (http://imageshack.us)
http://img530.imageshack.us/img530/8650/headhelpfb9.14bbf4e6fc.jpg (http://g.imageshack.us/g.php?h=530&i=headhelpfb9.jpg)

kakkoii
19-10-2007, 04:07 AM
I know I'm kinda stepping into the ring kinda late but I figured.... what the heck, there is just a little more than a week left. And with the practice, one can only get better right?

Frozone (The Incredibles)

http://micwar.com/images/jedi_sweets/frozone.jpg

katana
19-10-2007, 05:53 PM
c'mon you guuys! Be more optimistic! Even tho is tough, even tho your concepts and ideas are beyond your skills. Do it anyway! Practice, and practice.

Just think, u do a little on this competition, push yourself to see how much you can get done within a specific time period. Then sit down and look at what you have....even if u didnt have time to texture your character....or whatever, the point is that you tried.


you are right about this of course....

L3XICON
19-10-2007, 07:04 PM
another quick update from me, started working on texturing, and have replace the helm with a crown. still only about 90% done modelling wise, and plenty of texturing to go. and what I have done with it, I am not so happy with ;p

omnicypher
19-10-2007, 10:25 PM
lexicon: that skeleton is looking bad ass! i would probably add a wrinkle or two to his skirt and if you wanted to, you could probably ditch the feet. you could always go for the lord of rings/final fantasy wraith look, with just a floating torn skirt. the hands look a little thick for bones, but im guessing your giving him gloves. nice work!

Raul
19-10-2007, 11:04 PM
I started messing with zbrush and im pretty happy with my results. This is of course, my first pass. Once im done with the whole body, i plan to go back and add more stuff.

By the way, agent x, that bear looks amazing!!!! How did u carve out that fur?

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip07.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip06.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip04.jpg
http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip03.jpg

Agent-X
20-10-2007, 03:16 AM
Lexicon: Pretty cool man. Thats looking hot.

Neto: Yeah man, thats looking Neato, hehe. Pretty awesome man. I used the slash 2 tool in ZBrush 3.1 and just stroked away on the model and ZBrush did it for me.

Everyone keep up the good work. Some amazing stuff here.

L3XICON
20-10-2007, 02:48 PM
thanks for the kind comments guys

omnicypher many thanks to you! I love the idea of the character being wraith-like, so have started working on that, and I think its really just what it needed, and finding I am liking it a lot more now :D and the work is flowing better as a result.

I realised looking through my wip shots that I have moved a fair way from my original concept, though I think for the better, and maybe I should have explored my concept in more detail from the beginning, and maybe saved myself a great deal of time in later stages. hope you all like the improvements

styx
20-10-2007, 06:03 PM
My Vader WIP.
http://freenet-homepage.de/xxstyxx/contest/vader_render03.png

L3XICON
20-10-2007, 10:22 PM
looking good styx looking forward to seeing the textures for this ) if I was to pick out anything I woud say that his hands seem a little small at the moment.

another quick update from me, not a huge amount different from the last but the texturing is well under way. and soon to start modelling the sword and any last minute details )

Raul
20-10-2007, 10:26 PM
That's a very good start styx! Keep it up! However, i see a little problem with your proportions. Your hands are a tad small, make them a little bit bigger.

L3XICON
21-10-2007, 11:12 AM
Agent-X the bear is looking awesome mate, looking forward to seeing some updates!

Neto really looking cool. love the huge gauntlet he is wearing. after seeing that I almost changed the peasly little gloves and bracer my skeleton king has ;p

so i've finished modelling the main character, and have done my textures. now to start work on sword and other details :) as a nod back o my original concept I have changed his cloak to tartan :D

katana
21-10-2007, 11:48 AM
nice job L3xicon...

styx
21-10-2007, 03:32 PM
Thx for the Comments, i have resized the Hands an add the Rest.
Now i work on the UV Map and the Texture.
http://freenet-homepage.de/xxstyxx/contest/vader_render04.png

BiG ToE-3DT
21-10-2007, 04:10 PM
styx: looking good, but your model looks off balance. You could fix it when you rigg and pose, but it may be easier to fix now, just side those feet back some, so that they are under the model. You should be golden after that.

bb0x
21-10-2007, 11:33 PM
http://i55.photobucket.com/albums/g152/b_bucket/mario00012.jpg

damn just 7 days left? I should work some more on this guy >_<

BiG ToE-3DT
22-10-2007, 12:03 AM
started on the textures, need to hurry up and get to rigging, so I can pose and start rendering.
http://i55.photobucket.com/albums/g129/DJBiGToE/026-4.jpg

Robbiek1000
22-10-2007, 01:02 AM
Bigtoe - only thing thats throwing me off right now are the arms....they look to short. Other than that its looking great!

BiG ToE-3DT
22-10-2007, 01:14 AM
your right. and if I would have posted a side view with the cloths off, you would see she is too thin as well. I'm fixing it.

lost_soul
22-10-2007, 02:37 AM
There only 6 days left, i hope i can finished right on time. Here's my new design for Hiro 'Daikatana' Miyamoto, now time to create image sheet and then working on 3D model.....

http://img88.imageshack.us/img88/8143/hirofullconceptcolorde7.jpg

omnicypher
22-10-2007, 05:58 AM
i doubt ill finish this one. but ive learned alot and im slowly getting better. theres always next time.

RiCkFX
22-10-2007, 10:12 AM
exactly my thoughts!
but ill try :)

- Rick.

setschaos
22-10-2007, 01:39 PM
Big change of heart, I had originally planned to do Bane, but now I'm looking at a character from Garth Nix's fantasy novel Lirael. This character also makes an appearance in The Abhorsen. Chlorr of the Mask. She's a necromancer who became corrupt by free magic and now roams the Old Kingdom with fierce power.

I don't have my original concept yet, but as soon as I can get around to scanning it I will post it. Hope I have enough time! Good luck all.

Whitewidow
22-10-2007, 04:05 PM
Hey L3XICON, thats looking sweet! Not sure if it has some sort of VPost FX on though or if the base of the model has an alpha map or something? Looks good though.

D-Chap
22-10-2007, 07:02 PM
L3xicon- your model looks awesome- is there anyway you could describe the lighting setup you're using?

styx - What Big-Toe said about balance- your guy looks like he would be falling backwards- I'd say you can fix it when you rig him.

lost soul- nice concept art- all those details in his costume could be done very effectively with normal mapping.

I'm really looking forward to seeing these projects finished- including my own which may not happen as this is my first time attempting high poly/ normal mapping characters.

L3XICON
22-10-2007, 10:54 PM
Whitewidow thanks :D the effect I have got is simply an opacity map with some gradual gradients on =)

D-Chap thansk also! as for the lighting set up there. its vray with GI on and irradience map set to low (only just started playing with vray, but loving it so far), and in most no lights, a couple of wips have a single omni with vray shadows enabled so I could test the stregnth of my normal maps.

well I am pretty much done, spent few hours playing with vertex weights (i hate rigging) and started playing with poses. other than that I think I shall leave it modelling and texturing wise now. any comments you guys have please post em )

as for finishing, I hope you guys get done! really looking forward to seeing all your entries. some really superb work has gone into this challenge!

Sebiomegas
23-10-2007, 12:04 AM
Did that last night to test the look of my work in progress.Still got to model the mechanical arm. It's a thight schedule. :zzz:


http://img141.imageshack.us/img141/2308/wallpapermikevj9.jpg

D-Chap
23-10-2007, 03:56 AM
Ah- V-Ray, something I do not have. But as for your model L3xicon- I'd say the chains need work- some sort of texture/ normal map on them- they're the only part that doesn't look done yet.

BiG ToE-3DT
23-10-2007, 05:16 AM
playing with the texture, lights and proportions:
http://i55.photobucket.com/albums/g129/DJBiGToE/018-4.png

Raul
23-10-2007, 05:24 AM
Danm, Toe! That looks really nice!!!! I like your textures! They look so clean!

I finally finished my high rez model, and i started texturing.....a little..lol. I decided to rig the model and make some test renders in maya.........which by the way, i have no idea how the hell to put my normal maps on, I connected them to the bumpmappin node....seemed to work right. I still trying to figure out how much depth i have to put in it tho.....im using a .01 or something like that...

Anyway, here is what i got so far.....test renders!!!!

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip09.jpg

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip10-1.jpg

http://i7.photobucket.com/albums/y259/RaulXpT/challenges/KungLao/wip10.jpg

Mosmuis
23-10-2007, 11:47 AM
holy **** L3xicon! that looks really good!.

as for me. stil working (slowly) on my model.. thing is i never textures/rigged/unwrapped something (good) before :p so wil be alot of fun.. although we only got a few days left. i have some holiday at the moment. so hope i can finish it this time. :) wil post an update later on the day :)

L3XICON
23-10-2007, 12:30 PM
D-Chap I agree, the chain was a last minute afterthought as I had some spare tri's hehe. and I am seriously lacking in UV space. but if I get a chance I will see what i can conjure up at least texture wise for it. though I am away for a few days and we are getting very close to deadline =/

Mosmuis thanks mate :D glad you like it. I hope you get your entry completed. it was looking really promising with your last updates. even if ya don't get finished on time, the way I see it, these challenges are as much about learning new things and having fun, than actually having a final piece to enter (thats a bonus) :D before I actually started entering I used to read the boards and look at the brief, and give it a go just for myself hehe. only since I became a little more confident I started to post. though i wish I had started entering earlier caus you get great feedback here =)

Big_Toe looking great man, particularly like the hair and the coat. great work. I think your entry will really come to life when posed =)

Neto whoa, those gauntlets and armour are looking even more kick ass now you have the engraving / bevelling on them =) awesome work. If I were to crit anything, then it seems the normal on his skin is a little strong. but then I don't know the character, and with the good textures ya do, I am sure it will look great, like stretched skin? =)

Raul
23-10-2007, 10:40 PM
I agree with Lexicon. Even if you dont finish there is always something new to learn at each competiotion.

This is the first time i've actaully used zbrush to create my normal maps. Im pretty happy. Right now im haulin ass to finish......with only 5 days to go and lots to do i dont think i will finish on time....nevertheless i will finish i already have plans for my little friend...lol.

omnicypher
24-10-2007, 09:41 AM
yeah, this comp was the first time i used zbrush to make a successfull normal map, the first time i used the projection master, and the first time i used the pelt unwrapper (best thing ive ever seen in a 3d app, ever! it turned unwrapping from a boring 3 hours to a simple 3 minutes.) i also took this time to do a study on pants meshflow(still in progress) and a study on a head creation technique. i may not have the best results to show for it, but ive learned alot and hopfully ill start finishing these comps soon.

kakkoii
24-10-2007, 04:39 PM
It's awesome to sit and watch as everyone's models come together. I want to say more but I don't want favoritism towards one person to upset someone else. But ahh... this competition is going to be hot.

On progress note, this are coming together rather slowly by the fact I've been getting home late. Below is the latest screenshot. This my first real attempt at a lowpoly organic model so any CC is well... needed.

http://students.uat.edu/justeasl/sc2.jpg

I'm still trying to figure out if the chest armor should be detached or extruded from main model itself.

BiG ToE-3DT
24-10-2007, 04:42 PM
kakkoii: you got 10,000 tris to play with, so I would say make the armor a seprate piece. Then in the end, you basically have two models, one with armor, one with out.

lost_soul
24-10-2007, 05:33 PM
Finished creating some basic structure for my model, i think is time to move on ZBrush and adding more detail. Honestly, it is difficult to make this model right on time because so many thing to do but i'll try hard (and hope there gonna be some extension time for this comp :smug: )

http://img228.imageshack.us/img228/995/wirewip01td5.jpg

bb0x
24-10-2007, 05:41 PM
hah that model looks sweet lost soul. keep it up.. evenif you cant finish it in time.. who cares:P just keep working on it.. XD

TheMadArtist
24-10-2007, 07:12 PM
yeah, some extension time would be great. With work stuff, I havent had much time to work on Darkwing..

bb0x
24-10-2007, 10:59 PM
http://i55.photobucket.com/albums/g152/b_bucket/mario0013.jpg

Raul
25-10-2007, 02:43 PM
Mario looks mean!!!! Keep it up!

BiG ToE-3DT
25-10-2007, 03:08 PM
only a few hours left, and when I say a few hours, I mean 4 days.

setschaos
25-10-2007, 06:16 PM
Cramming is so much fun. Updated rendition with only 2,708 tris! Lower body, sword, cloak and a few ambients and it should be done. Good luck to everyone who is still trying to finish up in time!

omnicypher
25-10-2007, 06:35 PM
lost soul: i like your meshflow, how did you go about creating those low poly arms? so far i usually use a cylinder and resize the rings, but that never looks as good and yours seems to follow the muscle flow well, especially in the forearm. i would like to figure out a simple method for constructing a proportionate arm following the muscle flow.

lost_soul
26-10-2007, 10:08 AM
omnicypher : When i first time learn human modeling, am using same task like you (using cylinder, end refining it) but by time goes by i using other technique. I am only using cylinder to create basic posture for all body part (creating a good and cool pose is one of my interest) then i using edge extruding and cutting in new mesh to create real part. Another thing i have learn that is better to rotate lower hand part to make it more nature pose. I have a tip to create a good human body : try to search a free real body scanner object (cyberware is one of good resource, it using ply format but you can convert it into obj format) and learn from it. If you have Silo like me (or maybe Zbrush) you can try to create a new topology based on that mesh using topology tools.

Bogimps
26-10-2007, 10:09 AM
@setschaos

i always imagined chlorr abt dumpier, no idea why! i was gonna do kerrigor, but i realised i still dont have the skill or patience to do this kinda thing yet so im gonna stick to learning ^^

bb0x
27-10-2007, 10:02 AM
only a few hours left, and when I say a few hours, I mean 4 days.

does this mean we get a day extra?

you posted on 25-10-2007, 03:08, so that would be the 29th right?

vied
27-10-2007, 10:55 AM
arrrghhh... sorry, I didnt finish mine :wall:

good luck everbody!

bb0x
27-10-2007, 02:42 PM
here's a nother update... i feel like i finally finished texturing mario... I just need to texture the toolbox and wrench.... and do a specular map..

http://i55.photobucket.com/albums/g152/b_bucket/mario0014.jpg

BiG ToE-3DT
27-10-2007, 03:21 PM
bb0x: sorry, it's still Sunday, the 28th.

kakkoii
27-10-2007, 04:03 PM
ok so if we are talking 0:00 GMT thats only 5 more hours. GL.

bb0x
27-10-2007, 04:16 PM
its still saturday... :S

BiG ToE-3DT
27-10-2007, 05:34 PM
everybody does know there is a timezine translator thread that they can look at to see what time 12 midnight is for them. http://forums.3dtotal.com/showthread.php?t=43670

bb0x
27-10-2007, 06:20 PM
anyone any idea how to display alpha maps in 3dsmax's viewport properly? Everything that should be invisible is making the mesh behind the alpha planes disappear... so for example i cant see the lip behind the moustache... i directly see the teeth.. and other crap like that >_<

L3XICON
27-10-2007, 06:41 PM
bbox try using an opacity map rather than a 32bit with alpha :D

bb0x
27-10-2007, 06:50 PM
i am using opacity... :S

BiG ToE-3DT
27-10-2007, 08:01 PM
make sure your whites are 100% white and blacks 100% black. I made a small mistake by usign a off white, and everything went see threw.

bb0x
27-10-2007, 09:00 PM
see through like this?

http://i55.photobucket.com/albums/g152/b_bucket/seethrough.jpg

styx
28-10-2007, 11:54 AM
ok, im out of the contest.
my son was ill, but i post the final model in a seperate threat.

BiG ToE-3DT
28-10-2007, 02:09 PM
bb0x: is it see threw in the renders, if not, then its just your video card messing with you.

Agent-X
28-10-2007, 03:09 PM
Work in progress, I hope to have it finished today.
http://aycu24.webshots.com/image/32983/2004742979506123831_rs.jpg (http://allyoucanupload.webshots.com/v/2004742979506123831)

mac0285
28-10-2007, 05:15 PM
Agent-X nice work. I'm not sure if you've worked on your specular map yet but you might want to use your transparency map as a mask for your spec map so that the areas between the fringes of the clothes that are transparent aren't shiny. Also, it'd probably look good if you broke up the specularity on the clothes and the bear head in your spec map.

BiG ToE-3DT
28-10-2007, 09:58 PM
there is 1 hour remaining, from the time I post this.

That time zone thread is great, the first link tells you what time it is in your area, and what the GMT is.