View Full Version : #22 --((Washed Up Super Hero / Good Guy Gone Bad))-- #22
katana
26-05-2008, 11:39 AM
Love the spidey and Dudidam...that's one funny Cap...I hope you model it out.
:dance: besm version of violator.. errr. sort of..
funkdelic
26-05-2008, 02:09 PM
hey guys thanks for the advices
I aways uv my meshes before go to zbrush, and yes i have the sp2 for max 9 installed, I cant figured out what the hell it is!
I spent this morning doing Uvs again, and saved my uv layout as simple_minded said, and saved like 2 thousand backup files! this time max wont cheat on me!
Also I did some mesh optimization, deleted some unused faces and did some trinagles here and there, turns out that I got 5k tris! with a nice base mesh to work on, I´ll just try to not screw everything again! Thanks again for the help guys!
Dudidam: thats a really neat concept man haha makes me laugh, finish this and lets put the wolvebutcher and the Grandpa Cap together, playing cards =) good luck man!
Oniram
26-05-2008, 02:22 PM
okay. this is my first post, and though i have no work to show yet, ill just be saying that i am working on a project, but i am going to keep most of it under wraps for now. ill show all WIP soon but just know that my washed up super hero is the flash.
dudidam
26-05-2008, 06:39 PM
thanks katana. here's my first approach with the models...
and funkdelic, cap sure love to play some cards. have you got any tris budget left to models a cards deck so we can play poker? lol. thx anyway, dude!
here's cap base mesh. still need to add more details and tweak here and there...
http://i121.photobucket.com/albums/o229/dudidam/cap_02.jpg
Rocwell
26-05-2008, 08:39 PM
I'm really diggin all the work thats bein' pumped out. keep up the heat.
Anyway, i figured I'd throw up the final concept for that wolvie simpleminded is modelin' in case anybody cared.
http://img357.imageshack.us/img357/2796/wolviepostab7.jpg
!BAMF!
simple_minded
27-05-2008, 01:59 AM
I care.... I really do..... O_o
Small Update!
http://img165.imageshack.us/img165/7516/pic5yp6.jpg
!BAMF!
funkdelic
27-05-2008, 02:53 AM
Rocwell and simple_minded: you guys are doing a really nice job! the concept is really good and the modelling is coming very nice aswell, give us the head now man! I´m wainting for updates!
dudidam: hey man, nice start, I would just look for the shoulders shape, is kinda strange right now, try to lift it up a little and give it more volume! looking good so far!
bin: hey bin, I really dont know this superhero, but I liked this mix between cute and bizarre! looks some ragnarok monster hehe! keep it up!
I´ll post some update by tomorrow, trying to put my wolvie inside sandbox, a totally nightmare =P
edit:
does anyone know anything about sandbox? if you do, can you help me? msn: funkdelic3d@hotmail.com
here is my wolvie inside sandbox, looks like chit I know! :grr:
katana
27-05-2008, 09:10 AM
Rocwell : Nice illustration...what a comic book that would make!
Hey Funk, what is sandbox?
I would like to try it out. I use Maya though.
funkdelic
27-05-2008, 06:58 PM
Osky: hey man, sandbox is the cryengine editor wich came with the game Crysis, its a really good engine, not so easy to deal with, but its really amazing! check out this site for more info www.crymod.com
Victorfornes
27-05-2008, 07:52 PM
First to all... thanks a lot for all! i´m right now busy but yes, you can bet this gonna be finished in time :D
thanks again.
So Poopipe
victor: which tool do you use to make the webbing? I'm still really confused by zbrush but can't be bothered to watch tutorial vids :)
If i can recall the steps are:
1- brush layer (with a low intensity and using the lazy mouse (look for that in stroke menu), using simmetry too.
2- when all the webs were in good emplacement, change the brush to clay tubes and put off the alpha and the simmetry (transform) and make some details.... (for the handfree feel over the sculpture).
HOpe this will be useful.
That head is far for being finished, details are for the last stage of the complete character (when i have all the pieces at the same level of normal).
Later.
poopipe
27-05-2008, 09:57 PM
aha, that makes sense - thanks victor :)
ok, basemesh is pretty well done. I'm going to skin her up , pose her, add the housecoat, hit zbrush, come back, unwrap, pose again and hope it all works out :)
edit: doh!.. forgot attachment
BiG ToE-3DT
27-05-2008, 11:05 PM
loving the hair and curlers.
It makes we want to get knee deep in this.
poopipe
27-05-2008, 11:25 PM
that's a coincidence - it's making me want to get the missus pregnant again.
Yep, she lookin' fine. ;P
funkdelic
28-05-2008, 01:12 AM
poopipe: nice one mate, her face looks really well done, can I see some wires? keep that up!
here are the almost final version, still got to rig it and pose, but I think that is it, I´m quite happy with the results, suggestions are welcome =]
question: what about the final images dimension? 1000x1000 is fine?
http://i26.photobucket.com/albums/c149/raffael1231/wolvie_light1.jpg
http://i26.photobucket.com/albums/c149/raffael1231/wolvie_light2.jpg
cheers
BiG ToE-3DT
28-05-2008, 01:26 AM
1000x1000 is perfect.
Oniram
28-05-2008, 02:31 AM
hey funkdelic...are the textures on the clothing in your character painted on, or just normal mapped? what i am referring to is the wrinkles in the shirt mostly
funkdelic
28-05-2008, 03:53 AM
thanks bigtoe
oniram: they were made with normal maps, and for a a better looking I add an occlusion map inside the diffuse map, also I did some paint for shadow on the diff map, but yes it is normal map.
hey guys, if any of you are interested I did some renders inside the cryengine, its looking a bit better now, that I managed to import the high res maps and normal map.
I will not post the images, its kind off the topic hehe so I´ll just leave the links here if anyone want to take a look!
Img1 (http://i26.photobucket.com/albums/c149/raffael1231/wolvie2.jpg)
Img2 (http://i26.photobucket.com/albums/c149/raffael1231/wolvie.jpg)
Img3 (http://i26.photobucket.com/albums/c149/raffael1231/2olvie3.jpg)
lordpisang
28-05-2008, 08:13 AM
POOPIPE: well Done!
Funkdelic: What you use for rendering your mesh inside game? I have trying more info about sandbox but find nothing.
funkdelic
28-05-2008, 12:46 PM
lorspisang: hey man, you can find all info about sandbox here www.crymod.com, I used the CryMODSDK tools, wich includes the 3dsmax exporter, and the photoshop tiff exporter. them with these two I create the necessary files to put the mesh inside the engine.
lordpisang
28-05-2008, 12:52 PM
ok! ^^ thx try this when i finish my model
poopipe
28-05-2008, 02:16 PM
that looks pretty good in engine funk.
What's the character pipeline for cryengine like? UT3 is clunky enough for me to not really want to bother starting the process if this is along the lines of the quake3 process I might consider crytek :)
funkdelic
28-05-2008, 02:22 PM
its kinda boring too, I think its almost the same of UT3, you got to download some tools, prepare your model, prepare the crytek material, exporte them both, got some patience to deal with errors here and there, but overall its cool, not too much to worry about, give that a try, I´m sure you´ll enjoy seeing your character inside the game :) www.crymod.com
poopipe
28-05-2008, 03:10 PM
no messing about in the editor though? UT was always a pain in the a*se like that
I'd have to "obtain" crysis first - I'll give UT a proper try before spending money on another game that wont run properly on my machine :)
funkdelic
28-05-2008, 04:14 PM
so far no messing, import stuff is prety easy and the engines runs smoothly here, my pc aint so good..
poopipe
28-05-2008, 07:20 PM
back on topic - here's that face wire I got asked for
her ear's in the wrong place isn't it ?
funkdelic
28-05-2008, 07:53 PM
nice one man, liked it..
about the ear, not entirely on the wrong place hehe, the ear must be betwen the tip of the nose and the top of the ears must be in the same level of the eybrowns
http://underdog.dreamcomics.com/english/head.htm
poopipe
28-05-2008, 10:37 PM
let the housecoat commence..
I think this works
My worry is that she doesn't look skanky enough it may just be that she isn't smoking yet.
funkdelic
28-05-2008, 10:44 PM
hahaha thats really cool poopipe! the big breasts definetely makes her look pregnant! good job
Oniram
29-05-2008, 12:14 AM
funkdelic: only reason for my asking was that when a surface is normal mapped, and the normal map and diffuse map do not match, it gives a very bumpy/non-realistic look. painting the shadows onto the diffuse map was exactly what i was wondering if you did or not. perhaps its just the specularity but something in the shirt just doesnt look very cloth-like.
BiG ToE-3DT
29-05-2008, 12:25 AM
poopipe: to really skank her up, you may want to play with the idea of the house coat being open, and if you have the pollies, she will need those flip flops.
funkdelic
29-05-2008, 02:36 AM
Oniram: oh I see, perhaps it is the specular, can try to low the specular on that area, what do you think? or it can be the lights, take look at this viewport grab...
Oniram
29-05-2008, 03:37 AM
yeah, i have a feeling its the specular. when rendered with proper lighting it should look fine. basically i try to make textures as photorealistic as possible, especially when it comes to clothing.
poopipe
29-05-2008, 08:03 AM
poopipe: to really skank her up, you may want to play with the idea of the house coat being open, and if you have the pollies, she will need those flip flops.
you're right, the housecoat needs to expose belly and i think flip-flops are a necessity. I think I'll drop the housecoat off one shoulder too - for that "did it to buy baby formula" look
I'm over budget now (bout 5250) but there's a lot of polys in her back and under the houseoat that can go once the normal maps done so I should be alright.
funk - a detail pass on the maps to show the cloth textures might work well and I think you may want to have a mess with the specular/diffuse on the hair as they're looking slightly plastic. you've got plenty of time to really go at it so you might as well :)
funkdelic
29-05-2008, 01:44 PM
thanks man, I´ll do some specular tweak and try to correct it, and for the cloth, I dont know what to do yet hehe, but Ill figure outr something! thanks man!
Chung Wong
29-05-2008, 03:23 PM
Finally. Got some time to start this now. Heres something I made in muddybox to help sort out proportions and what not
http://i253.photobucket.com/albums/hh61/oivanwong/ref.jpg
Pretty happy with where this is going and have started my basemesh. Remember, my I'm making a tranny flash who advertizes flash cleaning products.
http://i253.photobucket.com/albums/hh61/oivanwong/wireframe.jpg
Not sure how I'm going to go about the actual clothing, but I think french maid sounds good. Want to put loads of lacy things on it as well as leather.
High poly flash without french maid outfit.
http://i253.photobucket.com/albums/hh61/oivanwong/highpoly.jpg
I think this is about 70% done. Any crits welcome
Looking ace poopipe, rockwell and funk
Oniram
29-05-2008, 03:24 PM
darn. i thought i was the only one doing a flash character. lol. well, urs looks a hell of a lot better than mine at this point.
poopipe
29-05-2008, 03:27 PM
ok, new rule for chung wong...
if that sack isn't peeking out from the bottom of his skirt at final time you're instantly disqualified
Chung Wong
29-05-2008, 03:39 PM
Thanks for noticing, I'm thinking spikey gimpy thing. Sorry Oniram, didn't realise anyone was doing flash. Thanks for the comment though.
Sisco
29-05-2008, 04:01 PM
http://img48.imageshack.us/img48/4572/captainplanetcoloroe1.th.jpg (http://img48.imageshack.us/my.php?image=captainplanetcoloroe1.jpg)
Captain planet Model I'm currently working on. Only just started texturing him. Comments welcome.
Oniram
29-05-2008, 04:25 PM
oh no need for any appologies. its competition, ill deal with it. :P
Oniram
29-05-2008, 05:16 PM
a question to anyone who might have the answer.
while modelling i often come across problems with my mesh. the polys are all over the place and in an attempt to smooth the lines out, (using RELAX), i always lose the form i wanted in the mesh. So here is my question...if i relax my mesh to a point where no physical features (muscles, dimples, etc) are shown, would i want to unwrap before going into mudbox?
what i mean by this is, i want to go into mudbox to give the high poly a look i want, only to get the low poly to have that same look (to an extent). so ill take my smoothed low poly into mudbox, do a bit of high poly sculpting, then take the low poly back into 3ds max and unwrap, then go back to mudbox and detail the high poly?
i know this may seem confusing, but if anyone out there understands me, please...
thanks in advance,
oniram
BiG ToE-3DT
29-05-2008, 05:23 PM
it sounds like your doing more work then you need to do. First, I don't think you need to use the relax modifier at all, but if you know your going to take your low poly into mudbox and then redo your low poly after you sculpt, then don't unwrap the low till you get a low poly your happy with. Unwrapping sucks, just do it one time.
if you could post an example of the mesh before and after the relax modifier so I can see what you mean, that would be great.
funkdelic
29-05-2008, 05:52 PM
I'm making a tranny flash who advertizes flash cleaning products.
hahahahah insane man! really cool, so far my favorite hehe
sisco: hey man, captain planet is coming along well, as you said the texture still wip, I wont do any critics by now, keep it up man!
Oniram: yeah as bigtoe said, you dont need to use relax, in fact I think i never used this modifier before, here is what I do, I do my low poly model, and i try to give it a good looking shape and form, them I import it in zbrush, do some tweaks on the proportions, back to max, I uv map it, them i start with my high polygon inside zbrush. I think it is a good way to work...
poopipe
29-05-2008, 06:50 PM
if you're not going to change topology it doesn't matter at which stage you do the unwrap - you can copy UVs from one object to another and even if that fails there's nothing stopping you using a morpher to trasnsform your unwrapped mesh into the shape of your mudbox/zbrush altered version.
It seems to me that the most effective workflow goes a bit like this ...
basic mesh > sculpt high res > retopo low res > unwrap > bake normals etc.
it's the method that people who're much better at this than me tend to use - I was going to go that way but im too bad at sculpting to make the most of it for the time being :)
BiG ToE-3DT
29-05-2008, 06:54 PM
I'm lazy, so I make a great looking low poly mesh, then import that into the sculpting program, sculpt, then use the same awsome low poly mesh as the base for making the normal map.
obibok
29-05-2008, 07:18 PM
ok so heres a small update ... im still fixing few place but i think that the face and arms are basicly done
http://img106.imageshack.us/img106/6936/progres01wc1.png
Oniram
29-05-2008, 07:20 PM
ok. i think funk basically said what i need. i wasnt going to redo my low poly, i just wanted to make the polys flow into each other so that when i ended up with JUST my low poly, it wouldnt look all shady (often what happens when a 4 sided poly is bent, max deforms the poly giving it a nasty looking shade). but yeah, once i finish ill do that instead of relax, just go into mudbox, get the geometry looking how i like, then back to max, unwrap, then high poly. thanks for you're opinion on this.
Warlock 279
29-05-2008, 08:32 PM
Rocwell - That concept art looks really nice colored up. Well done.
Simple_minded - Coming along well, keep it up.
Poopipe - Looking good. The face wires are nice and clean. The house coat and flip flops should really round this out nicely I think.
Funkdelic - Wolvie's looking great. Its cool to see it in an actual game engine. I'm gonna have to try that sometime. Also, I think the smoke on the cigar is subtle, but adds nicely to the character of it all.
Chung Wong - OH MY! That's a nice sculpt so far, and a very twisted idea.
Sisco - Not bad so far, the legs are looking strangely short, but the textures are looking like a solid start.
Obibok - The textures are looking good so far, I like the arms, nice work.
......
Lordpisang/Fundelic - Thanks for the comments guys.
Poopipe - Indeed, ears are gone, still feeling out texture for the "new" slippers.
Update - New lighting baked, added and completely repainted the flames, more stickers on the O2 tank, controls for the scooter, wheels/tires, and finally started texturing the leather, after much time spent avoiding texturing the leather.
poopipe
29-05-2008, 08:35 PM
As I see it the advantage of doing the retopo after sculpting is that you generate the final low poly mesh based on the actual shape of the highpoly rather than having to almost fight against your base mesh to get the normals to look right
I'd guess this is the way Parkin and Vitaly have worked in their dom-war entries - the actual final low-poly meshes aren't all nice neat strips of quads, they're keenly optimised and efficient meshes that match the shape of the sculpt.
I'm still pretty new to this modern renderer game so it's entirely possible i'm talking out of my poohole but a crap theory is better than no theory :)
anyway - I done some more on wonderwoman. Max has broken her hands for me now - which is nice. I'm getting very close to downgrading to version 9 again -2008 and 2009 are being very mean to me at the moment
Oniram
29-05-2008, 08:49 PM
i seem to be having some trouble (as always) with hands. here are some screen grabs
http://img.photobucket.com/albums/v666/Oniram/HAND.jpg
http://img.photobucket.com/albums/v666/Oniram/HAND2.jpg
for some reason i am unable to get a smooth look out of this. can anyone help?
poopipe
29-05-2008, 09:42 PM
adding more polys would do it but if you're going to normal map the model it isn't worth it.
Chung Wong
29-05-2008, 11:48 PM
Oniram, I think you should take poopipe's idea about doing a high poly sculpt in mudbox or Zbrush, After this, ideally, when you knock it back down to the lowest setting, you should have a nice basemesh. This can then be optimised then unwrap.
But you should practise building low poly models though. Hope I've helped you a little.
BiG ToE-3DT
29-05-2008, 11:58 PM
Warlock 279: looking good, looking real good.
JonathanP
30-05-2008, 12:54 AM
This sounds great!!!
poopipe
30-05-2008, 02:04 AM
I've been chipping away at this whenever i walk past my machine
housecoat looks betterI think
Oniram
30-05-2008, 02:07 AM
Oniram, I think you should take poopipe's idea about doing a high poly sculpt in mudbox or Zbrush, After this, ideally, when you knock it back down to the lowest setting, you should have a nice basemesh. This can then be optimised then unwrap.
But you should practise building low poly models though. Hope I've helped you a little.
yeah you have. ive been doing low poly for a while now, its just hands that always give me a tough time. lol
poopipe
30-05-2008, 02:12 AM
I sympathise fully - hands are horrible to make. everything points in stupid directions
Oniram
30-05-2008, 02:19 AM
hahaha.. once again my own methods come in handy.
Before RELAX
http://img.photobucket.com/albums/v666/Oniram/HAND-1.jpg
After RELAX
http://img.photobucket.com/albums/v666/Oniram/HAND2-1.jpg
i think it looks significantly better. No? Regardless, thanks for opinions, again.
BiG ToE-3DT
30-05-2008, 03:09 AM
poopipe: it looks great the way it is, but, what if you kept it open all the way up, so as that it doesn't cover any of the belly. You might be able to save on pollies that way too.
Oniram: the relax modi worked pretty well, all you need now is to adjust the length of those fingers.
chungWong- very nice sculpt and idea for the flash, start texturing it
dudidam-very nice start to your Cptn concept
detachable Toe, koimizu, lordpisang, perversonality, koimizu- GIVE US SOME UPDATES
sisco- the Captain Planet is looking funny, make his outfit dirtier
obibok- I like the update, the texturing on the face and arms looks good, now do the clothes
oniram-keep at it, you're getting the hands. Who is your Character
simpleMinded- it's looking great, show us the head
funk- your character is almost done, great sculpting skills you got meng
poopipe- I love your wonderwoman, she's looking fine, lol
victorfornes- great sculpting skills also, can't wait to see what you're gonna show next
warlock279-man your ghost rider has come along, love the textures on him and the skooter.
Aight, I think that's everyone thats been showing WIPs. I have been busy working, but I finally got my base mesh of Storm done. Now imma sculpt some wrickles and give her some boniness.
It's got basic textures, but this is how it's looking
poopipe
30-05-2008, 08:40 AM
poopipe: it looks great the way it is, but, what if you kept it open all the way up, so as that it doesn't cover any of the belly. You might be able to save on pollies that way too.
I want to put a ribbony/belt thing around it just above her belly so I reckon I'll keep it as is - I'm confident enough that I can shed enough polys from the hidden areas in her back, arse and arms to get myself back under count.
I guess it's hand fixing, glueing together and then sculpting this weekend :)
Oniram - I stand corrected :)
osky - nice :D I like storm. I wonder about her shoulders though - i think you may have a little trouble with them when posing her. Have a look at what Big Toe has done with his Halibel in the low-poly forum. I've just stolen that polyflow for a model at work and it's worked out quite nicely.
Oniram
30-05-2008, 01:04 PM
Big Toe: adjust them how? longer, shorter?
Osky: im doing The Flash
Perversonality
30-05-2008, 01:29 PM
Yeah, hands are horrible, though I always find the thumb to be the worst part.
Oniram, the middle finger should be the longest with the index and third being roughly the same length as each other. The little finger is roughly the same size as the thumb from knuckle to tip. Your model's fingers look slightly off
Osky, nice nagging there.... ;) I always take ages to make a start on unwrapping as it's the one thing I hate doing. I'm still planning on being done in time for the deadline though
BiG ToE-3DT
30-05-2008, 02:11 PM
Oniram: what Perversonality said.
Hey poopipe, could you show me what you mean about the shoulder area, I can't find the Halibel image.
Thanks
BiG ToE-3DT
30-05-2008, 06:21 PM
Osky:
http://forums.3dtotal.com/showthread.php?t=58536&page=3
Thanks Big Toe, that model is looking great, nice edgeflow. Thanks again, for showing me your work.
Sisco
31-05-2008, 03:45 AM
About 90% done with the textures I guess. Still getting the hang of it. texturing was never my strong point so comments and critics welcome.
Nato_VanDookie
31-05-2008, 04:25 AM
Just got started on my entry, originally I was going to go with a fat Spider-man. He was going to so fat his webs could no longer support him. But alas, everyone seems to be going the old or fat route... so instead I've settled for armless, legless, Spider-man.
So I present:
http://i25.photobucket.com/albums/c62/nato_vandookie/parapaspiderman.jpg
Spider-man, the quadriplegic
Edit:
Here's the model so far.
http://i25.photobucket.com/albums/c62/nato_vandookie/parapaspiderman2.jpg
I've got about 2000 tris to play with, but I'll probably only use half of them, When subtracting arms and legs, it's easy to get carried away on other things.
Sisco
31-05-2008, 04:30 AM
lol awesome concept....he dun look 2 happy :D
Oniram
31-05-2008, 06:04 AM
looks great nato, but i think u should also add the rest of the suit (arms, legs) but with nothing supporting it. truly washed up as if he still wishes to be spiderman by wearing the entire suit, but can no longer spin web, or even walk. something along those lines to make him look a bit more pathetic.
Nato_vanDookie- or you could give him some prosthetic limbs, such as one prosthetic leg and one arm.
The arm could have like a canister that holds his webs, but has a limited ammount.
Make it look futuristic and cool. Very unique idea though.
Perversonality
31-05-2008, 11:19 AM
Last night I finally got around to unwrapping my model! Yay! I'm tweaking as I go as there are some areas which have some very slight stretching, but I've also started on colouring
http://www.lowpoly.co.uk/images/threedy/sg_008.jpg
The white parts are overly white because the texture is set to 100% self illumination without any lights in the scene, so what you see is how the texture actually looks. Obviously there is still a long way to go here, but the basic ideas are coming together. The Superlogo will be visible under the black top as if it's on an undershirt.
Nato, interesting idea. Perhaps some props would help, such as a beggars sign with an appropriately witty comment?
Detachable Toe
31-05-2008, 12:49 PM
Hey again everyone, sorry for my lack of updates, normal maps have been killing me :p
Anyway, here's an update, some WIP texturing. Click the images for fullsize.
http://lh3.ggpht.com/detachabletoealbum/SEE9V-QmNmI/AAAAAAAAAjU/Yuzeld0rFWU/tx002b.jpg?imgmax=400 (http://lh6.ggpht.com/detachabletoealbum/SEE9VuQmNlI/AAAAAAAAAjM/Ltu1WJAFLvs/tx002a.jpg) http://lh3.ggpht.com/detachabletoealbum/SEE9V-QmNmI/AAAAAAAAAjU/Yuzeld0rFWU/tx002b.jpg?imgmax=400 (http://lh3.ggpht.com/detachabletoealbum/SEE9V-QmNmI/AAAAAAAAAjU/Yuzeld0rFWU/tx002b.jpg)
@Perversonality: Nice progress, texturing looks like it's going well.
@Nato_VanDookie: Nice stuff so far, great concept, and the model is coming along well.
@Osky: Sorry for the lack of updates :p Nice idea, I'm digging the style.
@poopipe, Warlock 279: No crits from me, looking good so far.
@obibok: Love the texturing so far. Also nice to see a fellow Blender user...rock on!
@Chung Wong: Haha, disturbing but awesome. His nads had better stay :p
Sorry If I missed anyone, a lot of great stuff has appeared in my absence :D
Perversonality
31-05-2008, 01:10 PM
Thanks mate! I'm actually enjoying doing this one, which makes a nice change.
Your links seem to be broken btw, so I can't really comment on yours at the moment
Bit more of an update
http://www.lowpoly.co.uk/images/threedy/sg_009.jpg
Nato_VanDookie
31-05-2008, 02:56 PM
Hey thanks for the comments everyone! I like the idea of wearing the whole suit, as that had crossed my mind earlier. Prosthetic limbs is a great idea that I also considered, but I think that would make him almost improved rather than washed up.
Thanks again, I'll post progress when I have it.
Oniram
31-05-2008, 03:35 PM
ive got a problem. it seems ive made my character a bit taller than i had originally wanted...does anyone know how i could re-proportion (if not manually by edit poly) my character...possibly with a ffd box?
Perversonality
31-05-2008, 03:56 PM
An FFD might well do it, otherwise you can simply select the relevant edge loops and move them around. If you do go the FFD route, remember to use one with a reasonable number of control points to give you more control over the final shape of the model
Edit: as I'm posting anyway...
http://www.lowpoly.co.uk/images/threedy/sg_012.jpg
everyone doing great! keep them coming :wave: anyway,, here,s my progress.. crap i,m so slow at this
http://i141.photobucket.com/albums/r59/raigeki_album/vio1.jpg
Thanks for da updates Detachable Toe and Perversonality, both looking great.
The supergirl is looking very punk, but sexy at the same time, lol.
obibok
31-05-2008, 07:42 PM
hey nato mayby u should give him cybernegic spider legs similar to those of steel spider and doc ock...
koimizu
01-06-2008, 02:24 AM
sorry for the lack of updates. i havent done that much. ive been really busy with school and work but here is a quick update on what i have so far. ill finish soon. he isnt unwrapped yet, tried and failed lol. just put in the right colors to have SOMETHING to show you guys lol
116643
Sisco
01-06-2008, 04:06 AM
Perversonality: The punk super-girl is really looking great. Coming along great, can't wait to see the final outcome.
Oniram
01-06-2008, 02:33 PM
ok. so here is my first actual showing of the full model. He is not entirely finished as a basemesh yet its getting there.
http://img.photobucket.com/albums/v666/Oniram/flash.jpg
The Left is the High Poly with about 14,000 tris. the right is low poly with about 3600 tris. id say thats about as close as i can get for a good looking low poly as far as polyflow goes.
Nato_VanDookie
02-06-2008, 03:39 AM
Huge step forward for me today! Not to mention a major milestone! I managed to render my second successful normal map! and I did it with no problems or hiccups!
Here's my high poly:
http://i25.photobucket.com/albums/c62/nato_vandookie/highspidey.jpg
And Here's my low with unedited normal map:
http://i25.photobucket.com/albums/c62/nato_vandookie/spideynorm.jpg
Clearly there's still a lot of work left to do, but it's smooth sailing from here on out really. I need to manage my seams and such, which will be the hard part but I feel good about this project...
I've decided to go with the sign idea I think though there may still be remnants of his full costume to come.
Nato_vandookie- the sculpt is coming along fine.
As for the seam maybe you should put it on his back since he's cripple, and your drawing has him lying on the ground, the back won't be as noticeable.
Here's an update on the storm decadence.
I have a question for anyone that could help me. I have these boots that are two different subtools. I sculpeted one and I want to transfer/mirror what I sculpted to the other boot. How can I do that or is it not possible to mirror in zbrush if the objects are the same but are different subtools.
DJdude
02-06-2008, 07:43 AM
whats one freaky storm you have there osky.
Warlock 279
02-06-2008, 08:16 AM
Poopipe - The coats lookin good, looks like you're smooth sailing onto textures now no?
Osky - Storms looking good, nice looping in the face, looks pretty clean and efficient. Sculpts looking pretty good as well so far.
Sisco - Not bad, I think you could try to get some smaller details in there yet. A 1024² should give you lots of space to work with, maybe some ribbing in the wife beater, a small tear or two, maybe one finger sticking out thru a hole in the glove, stuff like that.
Nato - That's just cruel man. I'd kinda like to see the suit a little more modified to fit his needs tho, maybe accentuate the missing limbs by having the excess costmue tied in a not at the ends or something like that. I agree with Osky that he needs something a little more. A can of silly string, or a "will sing for money" sign or something. Sculpt looks pretty good.
Bin - I haven't the foggiest who or even what that is, but its looking cool, can't wait to see you get textures on it.
Pervesonality - Coming along really well, keep it up.
Detachable Toe - Yep, your links to the larger images do seem to be broken, not sure what we're comparing between the two, but its looking good anyway I think.
Koimizu - I hope you can find the time to get it finished up. I like the the crayon/marker scribbled look on the face.
Oniram - Not too bad, I think you need to check the proportions on the legs, the knees are looking quite a bit high to me.
......
Warlock 279: looking good, looking real good. Thanks, I'm glad you're liking it. :)
Osky/Detachable Toe - Thanks for the support guys :)
Update - Mostly finished up, [read that as, "getting sick of working on it"]. Little nit-picky things left for the most part tho I think. Gonna take a couple days off from it and come back to it Wednesday/Thrusday to finish it up. Definitely going to do something with that basket, its been buggin' me for the longest time now and nothings seemed to "fix" it yet.
Let me know what you guys think I should touch up yet.
lordpisang
02-06-2008, 08:17 AM
Hi! i have work so hard this weekend: send you my wip.
BASE MESH:
http://www.lordpisang.org/cyclope_demo01.jpg
HI POLY CYCLOPE (from zbrush):
http://www.lordpisang.org/cyclope_demo02.jpg
HI POLY WOLF (from zbrush):
http://www.lordpisang.org/cyclope_demo03.jpg
Im disappointed by my hi poly model, i would rotopology him but i have not time , try to finish in time this comp. I use zbrush since 2 weeks :hmm:
I think my dog, wolf named LOGAN, is finished, but i do work more for cyclop!
All comments are welcome, now work the texturing.
BYE and good work all! ^^
WARLOCK 279 : Really nice model! great work men! ^^
Perversonality
02-06-2008, 08:47 AM
@Warlock - the basket looks fine to me as a plastic basket. Perhaps when you have finished texturing the wheels it will look fine to you too
@lordpisang - possibly a little late in the day for this comment, but the proportions of Cyclops are looking a little off to me. I think it's mostly the head which appears to be too high above the neck. An old man's head would rest lower through the weight of years, rather than being so upright
I doubt I will be doing a normal map for mine as this week is going to be kind of busy, but hopefully I will find time to finish off the diffuse by the deadline. I suppose I could take a couple of days off work, but then I would feel guilty about neglecting all the house work I need to do too! Can't win ;)
DJdude
02-06-2008, 09:55 AM
Warlock 279: the basket looks fine too me. you could put something in it? i think you should make the skooter looks more like the moterbike he used to ride. even a big sticker on the front with a skull would be good.
Warlock 279 amazing work :dance::dance::dance:
funkdelic
02-06-2008, 01:10 PM
nato_vandookie: hey man, nice concept, as osky said, you could put that seam on his back, its way to visible right now, work on that and your spidey will be ready to go!
Osky: nice star man, are you using reference photos? take a look at some old ladies photos for a better reference of wrinckles, hair, and also take a look at some skeleton references too, for the leg, are you going to use 2 different maps, one for each leg? if not just leave it like this, will work fine for your normal map.
warlock: thats a really cool entry man, you did a great work on his leather parts, and the basket looks fine to me, add a bouquet of flower, haha totally off of the character =P, also you could add some smoke on the wheels. keep that up, great job so far! =]
lordpisang: hey man, as peversonality said, the proportions look odd, as I said some posts before, you should check those shoulder, lift them up a little, also, take a look at some reference photos for clothes wrinckles.
I got to finish mine :S
revanto
02-06-2008, 02:42 PM
I have a question for anyone that could help me. I have these boots that are two different subtools. I sculpeted one and I want to transfer/mirror what I sculpted to the other boot. How can I do that or is it not possible to mirror in zbrush if the objects are the same but are different subtools.
Hi Osky,
I won't go into details but make a copy of the boot subtool (IE clone) then under the deformations menu (I think) there is an option to 'Mirror'. Make sure only the X axis is checked before you do this. Then just merge the two left and right boot subtools as one subtool.
I don't have Zbrush on me so I can't get specific. Check the Zbrush forums for the steps to merge subtools. If you are lucky, you might be able to find a plugin in the forum that does all the cloning, flipping and merging work for you.
Cheers,
Revanto ;P
Nato_VanDookie
02-06-2008, 02:46 PM
Thanks again for your comments guys!
Osky/Funkdelic: The seams are actually on both sides... I made some terrible decisions while unwrapping, I may end up going back and redoing it, which is no big deal really, I always do better the second time through.
Warlock: Someone mentioned the remnant suit earlier, and it was something on my mind anyway, I'll try to work it in there somehow. About the sign, the first thing that came to mind when I got the idea to do this was the bug in A Bug's Life with the sign that said "a kid pulled of my legs"... I'm trying to come up with something befitting of Spiderman's personality to put on his sign.
Thanks for the suggestions everyone
Nato_vanDookie- i don't know what 3d app you're using but I think that you can merge the seam from the front of the model.
DJdude- yep i want to make her look really old
Funk- im using some ref, but I need to learn more about the anatomy of an old woman.
And with the boots, I'm trying to give each their own dirtmaps so that they look assymetrical. I want the sculpt to be symmetrical though.
Revanto-thanks for the info, im gonna do some searches on zbrush central to see if I can find an answer.
Warlock I think you're done, it looks all fine.
funkdelic
02-06-2008, 03:46 PM
no problem man, when you extract you normal map you just copy and past the same normal to the other feet, I dont know if it´ll be needed, but perhaps you´ll need to invert the X channel, but I dont think so, give that a try
thanx funk, i thought of that, and I think thats what imma do. But im still gonna try to find out how to transfer my sculpt from one subtool to another, which are the exact same model, just with different UV space. I also want to have my whole character be sculpted in z-brush.
I know that I could just try and match the sculpt, but I'm just trying to find a faster way.
newhere
02-06-2008, 05:06 PM
I'm feelin all of the entries here.
funkdelic
02-06-2008, 07:01 PM
hey guys, I just finished with the rig, here you are some pose test, but I think the final wont be much different of this one
Perversonality
02-06-2008, 08:27 PM
Looking great there funkadelic :D
I've sort of hit the wall on this one and now I'm spending too much time over the colours when I should be adding the details. I can't decide between the black and these two. I think the traditional blue+red colouring is too clean, but I'm not sure! AARRRGGGHHHH!
http://www.lowpoly.co.uk/images/threedy/sg_016.jpg
funkdelic
02-06-2008, 08:49 PM
peversonality: thanks mate :) hhehe tough decision hehee, I would go for the blue color, looks the best so far, I´m likeing her face but I would give some more color variation. keep posting man
Perversonality
02-06-2008, 08:58 PM
I might cheat and put all three in there, after all most PvP games have red vs blue as the team colours ;) I was thinking pale skin for a punk, but more variation is definitely called for as you say. The freckles were a pain to do and they are sort of lost in the 100% illumination renders, though you can tell the difference if they aren't there... Ho-hum!
BiG ToE-3DT
02-06-2008, 09:08 PM
I like the idea of the muted colors for your punked out super girl, having darker colors will help sell the fact that she is a punk super girl instead of a super girl that lost a bet and has to cut her hair. Also, it looks like her biceps are too big. I'm thinking that a punk girl wouldn't be working out too much, so maybe if the arms were slender all the way from the shoulders to the hands, it would look better.
Perversonality
02-06-2008, 09:36 PM
Hmmm, good point on the biceps. I was thinking muscles for a male superhero when I made the arms, and now she does look a little butch as a result. Thanks!
Edit: Haven't changed the arms yet, but I had a play with the texture and added a basic spec map, with a darker background to better highlight the contrasts in the skin areas. Any better?
http://www.lowpoly.co.uk/images/threedy/sg_018.jpg
poopipe
02-06-2008, 11:32 PM
I'm cutting this one fine - you lot have nearly finished.
I've had my argument with zbrush and I think it understands that I'm not somebody to be messed with.
the result is some normal maps baked out in Max - this method is inferior to baking in mudbox.
anyway - vewport grabs before bed. I hope to get this finished by the deadline but in all honesty I think it'll take some doing
Chung Wong
02-06-2008, 11:58 PM
Exellent work everyone! This thread is realy coming alive now. What texturing skills warlock!!! Your Hell rider looks mean. And poopipe, I'm sure you'll get it finish. YOur model deserves it.
Nato_VanDookie
03-06-2008, 03:41 AM
Loving everyone's entries... great stuff!
Yet another milestone for me... 3rd successful Normal Map!
This one is easily ten times better than the last. I re-unwrapped my model, resculpted, snd added the excess suit and cardboard.
Here are my un-normal mapped models:
http://i25.photobucket.com/albums/c62/nato_vandookie/spidey_flat.jpg
And here is the normal mapped result:
http://i25.photobucket.com/albums/c62/nato_vandookie/spidey_normalled.jpg
You may notice I scrapped the sculpted webs... it was a decision made for me by my computer. It just can't handle the number of sub d's necessary to do them well, so Instead I will texture them on and hope fore the best.
Comments and Critiques welcome!
Edit:Oh yeah... here's my final wires:
http://i25.photobucket.com/albums/c62/nato_vandookie/spidey_wired.jpg
DJdude
03-06-2008, 04:30 AM
Nato_VanDookie: maybe the webs wore off from so much super work?
Oniram
03-06-2008, 04:47 AM
question about unwrapping.
normally i do my unwrapping by just having one side (typically left though i dont think it matters really) unwrapped which then a symmetry modifier is added onto, which duplicates the texture. In the case of the flash, his symbol on the chest is not symmetrical, though everything else is. Does this mean that i MUST unwrap him as a full character, instead of just half?
Chung Wong
03-06-2008, 06:45 AM
You know what, thats a good question. I'd like to know the answer to that as well. What I usually do is unwrap everything then halve it in the uv editor, then I flip one halve and weld the verts together. It takes ages and I'm not sure if that is the best way. People?
DaddyDoom
03-06-2008, 06:47 AM
funkdelic... amazing dude. Love the expression in his eyes. Most of the times, these characters tend to have a blank stare, but not this guy. He has that long-time-enduring-hardass-seen all-mothaf. Great work!
DD
Perversonality
03-06-2008, 08:24 AM
You know what, thats a good question. I'd like to know the answer to that as well. What I usually do is unwrap everything then halve it in the uv editor, then I flip one halve and weld the verts together. It takes ages and I'm not sure if that is the best way. People?
question about unwrapping.
normally i do my unwrapping by just having one side (typically left though i dont think it matters really) unwrapped which then a symmetry modifier is added onto, which duplicates the texture. In the case of the flash, his symbol on the chest is not symmetrical, though everything else is. Does this mean that i MUST unwrap him as a full character, instead of just half?
Both methods are valid if you want a symmetrical texture. For my model I unwrapped half the body, then applied a symmetry modifier to the mesh, then added another UVW Unwrap mod and mirrored the polys where I wanted non-symmetrical details, such as the "S" logo, so a combination of both methods you mention.
The head was unwrapped as a full object to allow me to do non-symmetrical details, whilst the arms and legs are mirrors, like the body.
Detachable Toe
03-06-2008, 09:59 AM
Sorry about the broken links, back to using the attachment feature for me:p
My texturing is pretty crud in comparison to my modelling, so don't expect much more from my textures for this one :(
The textured model doesn't use a specular hardness map atm, as I've came up to a bit of a hitch. Hopefully one of you can help me :smug:
Well...I'm using xnormal to view my model, and whenever I try to use the specular hardness I can't achieve large soft specular highlights like those shown above, no matter what I do to the map (xnormal seemingly uses the specular map alpha channel for specular hardness).
Any help from a xnormal guru floating around would be great.
@Perversonality: Texture is coming along great! Frankly I thought that she was supposed to be a bit butch....I thought it fit the concept well *shrugs*
@Warlock 279: No crits from me, and the basket looks fine. Nice job.
funkdelic
03-06-2008, 01:20 PM
DaddyDoom: Thanks man, really glad that you liked it =D
Oniram/Chung Wong: The way I unwrap, first I delet all the parts that are going to be symmetrical, like left hand, left foot, some acessorie that I could have in both sides, and sometime, if I dont want to have assymetrical details, the half of the head, but I aways leave the body to full unwrap it, its better, you can put different details, and makes your work better. Once you get the way to do it, its not to difficult, I messed my uvw map like 3 times in this comp, but I managed to redo it in time, take a look at the map of this guy here
http://www.zbrushcentral.com/zbc/showthread.php?t=059338
he got everything in the map, both hands, legs, feet, full head, full body, so this way he can use the whole map, put all the information that he wants, and dont worry about overlapping details. I would try something like these, but of course,do it in the way that fits your needs.
heres is another example
http://www.bobotheseal.com/personal_work/textures/engineer-final02.jpg
and this is a good example, he use just half head, but also he got the both arms there, so as you can see he used the maps to fit what he needed.
hope that helps man =]
Detachble Toe: I really liked how it turned out man, how you did those outlines? is that some cartoon shader, or just photoshop stroke blend mode? only suggestion, you could add some sort of symbol in the middle of his chest, dont know why but it seems that something is missing there =P
lordpisang
03-06-2008, 02:20 PM
hi! litlle update about old cyclop :
http://www.lordpisang.org/cyclop_modified.jpg
I have read your advidce for improve my model, i have no time for more practice this model, start texturing now!
Perversonality
03-06-2008, 02:35 PM
Nice updates chaps :)
lordpisang - That's definitely a better balance now
Detachable Toe - The worm looks great, especially the facial expression! The texture isn't really doing it for me right now, but the original Jim simply had a white suit with blue details, so I guess it's going to be hard to improve it whilst retaining the original character of the suit. Maybe if you added more of a longjohns style to the suit it might work?
Nato_VanDookie - the hands on the planes feel like they should be top or bottoms rather than from the side as that would lead more credence to the flatness of the plane
funkdelic
03-06-2008, 02:56 PM
question: can I have a 1000x1125 image for my beauty shot?
BiG ToE-3DT
03-06-2008, 03:31 PM
if you want, but 1000x1000 fits best without getting resized, if your using photobucket.
funkdelic
03-06-2008, 03:35 PM
thanks toe!
Chung Wong
03-06-2008, 04:03 PM
Thanks pervesonality and funkdelic. Just wondering though, if you use symmetry on your model, dies that not mean that you'll be using two maps instead of one? I used to use a similiar method but it felt like I was really using two maps. I wonder if it would cause any problems if I were to put it in a games engine. But no biggie, I'm sure it is something that can be easily ressolved.
Anyway, better post some updates. Practically finished all the high poly modelling now. Sorry about the quality though. It's not on the highest level. My computer would explode if I imported everything from muddybox to 3dsmax on full fat mode.
http://i253.photobucket.com/albums/hh61/oivanwong/1.jpg
http://i253.photobucket.com/albums/hh61/oivanwong/2.jpg
http://i253.photobucket.com/albums/hh61/oivanwong/3.jpg
http://i253.photobucket.com/albums/hh61/oivanwong/4.jpg
Really want to start texturing and putting alpha maps on this. Should be finishing it for the end of the week, if I pull my finger out.
Perversonality
03-06-2008, 04:05 PM
Thanks pervesonality and funkdelic. Just wondering though, if you use symmetry on your model, dies that not mean that you'll be using two maps instead of one?
Nope, one map. All it does is place the faces for the mirrored half on top of the original half within the map space, so all it is doing is setting UV coordinates for the verts in the second half, the same as if you had done it manually.
Edit: Oh, and game engines handle it just fine as it's a simple "map this face/vert/edge to this part of the UV map", the same as if you had created the whole model and mapped all the verts. The only time you might get issues is with normal maps, which sometimes may end up reversed on the mirrored half, such that raised parts become recessed
Chung Wong
03-06-2008, 04:11 PM
Sweet, I should look into it more as it would save me a lot of time. Thanks for the advise perersonality
Perversonality
03-06-2008, 05:06 PM
Both methods are valid if you want a symmetrical texture. For my model I unwrapped half the body, then applied a symmetry modifier to the mesh, then added another UVW Unwrap mod and mirrored the polys where I wanted non-symmetrical details, such as the "S" logo, so a combination of both methods you mention.
The head was unwrapped as a full object to allow me to do non-symmetrical details, whilst the arms and legs are mirrors, like the body.
This image should show what I mean about the "Unwrap > symmetry > Unwrap > mirror polys"
http://www.lowpoly.co.uk/images/threedy/unwrap_001.jpg
The S and belly are the mirrored polys so that the tattoo and logo don't end up being mirrored versions of half the image, whereas the skirt, back and shoulders are symmetrical about the middle line
poopipe
03-06-2008, 10:23 PM
I'm having a bad day. Max crashes when I open the unwrapper :(
the same cannot be said of funk, perversonality and warlock - good stuff chaps :)
edit: actually, scratch that. Max just crashes. It looks a lot like I'm out of this one :(
I'm going back to v9 for my next project, 2008 and 2009 are not pleasing me in the slightest
Warlock 279
03-06-2008, 10:28 PM
Lordpisang - Thanks. Your Cylcops is coming along nicely I think. I definitely get the impression that his costume is hanging on a very a skinny frame.
Perversonality - Thanks. Your Super Girl is starting to look really good. I agree with the advice you've gotten so far, blue looks the best, and her arms are looking a little thick. This is shaping up to be an excellent piece I think.
DJdude - Thanks. I did toy with the idea of decking the scooter out more like his bike, but didn't like anything I tried. I might try a skull on the basket yet tho.
Mr.T - Thanks man. :dance:
Funkdelic - Thanks. Flowers you say? We'll see, lol. I have thought about making a few of the flames into smoke, might have to take a closer look at that. Your pose test looks great.
Osky - Thanks, not quite done yet tho, there's always something that can use a little more attention. ;)
Poopipe - Still looking good, I hope you can manage to finish it up. Thanks man. Sorry to hear you're havin' such a war with the software, that's always a headache. :(
Chung Wong - Thanks man. Your sculpt is looking great.
Nato - Lookin' good, I really think adding the sleeves/legs fills him out more, and the you did an excellent job of sculpting the cardboard.
Detachable Toe - Thanks, seems everyone's on board with the basket but me, hmmm. Jim's looking pretty good, I think agree with Perversonality tho that the suit could use something extra, and I think his suggestion of trying a long johns kind of texture might be really cool.
poopipe
03-06-2008, 10:35 PM
it's looking like I'm completely screwed actually - I may be able to salvage something by taking the stuff I exported for zbrush and sticking it back together in max2008.
the joys of recently released software eh...
BiG ToE-3DT
03-06-2008, 10:39 PM
wait, so your new max wont even load up. If you can geet it to open, try starting with a new scene, then merge your mesh into the new scene, then, export that sucker as a 3ds. Then open max 9 or whatever works for you and try importing. If that doesn't work, I will sacrifice my system and install max 2008 "trail" and you can send me the file, and I will export it as a 3ds for you.
poopipe
03-06-2008, 11:02 PM
2009 will start but I can't do anything with my scene in it - even orbiting the camera makes it go boom.
I suspect it's a case of shiny new max eating scenes because they haven't released a service pack yet - it's not the first version that did it to me and it certainly wont be the last
I appear to be making some headway with 2008 - I'd already exported the mesh in parts to obj for zbrush so I'm ok in that respect. It means I've got a bagload of sticking stuff back together to do but at least im moving...
Chung Wong
03-06-2008, 11:19 PM
Dude, glad to hear it. You still have time left.
poopipe
04-06-2008, 12:28 AM
woop!
thats not bad going if you ask me - and the mesh is better than before :)
I've lost the hair cos I hadn't exported an obj but it's no biggie, I didn't like it anyway
a quick blast in zbrush before bed I think
funkdelic
04-06-2008, 02:06 AM
is everything all right now poopipe? your character is way too cool to dont make to the finals :P
btw, can I post my final images here? or better wait for the final images thread?
lordpisang
04-06-2008, 08:19 AM
Warlock 279 : i now, i have some difficulty to finish cyclope:shy:, and i really want he look very skinny because on all comics he have big muscle like playboy, it's revenge for me , because i hate this character ;P , but you have reason , i have exagerate!
poopipe
04-06-2008, 08:40 AM
is everything all right now poopipe? your character is way too cool to dont make to the finals :P
btw, can I post my final images here? or better wait for the final images thread?
I'm back on max2008 so as long as I keep my modifier stack short it should be alright. I'm a couple of days behind where I should be but I'm in a position where I can move forward - losing my unwrap hasn't helped in the slightest but it's not the end of the world :)
lordpisang - keep going dude, I quite like him and I think he's going to look pretty good when he's bent over and posed like an old man:)
Perversonality
04-06-2008, 11:46 AM
Glad you managed to get most of it back mate, though it's a shame some has disappeared. Still, you've got a few days left to get this done. Good luck mate :)
Detachable Toe
04-06-2008, 01:08 PM
http://img183.imageshack.us/img183/743/posemg0.jpg
Sorry if the texture doesn't really cut it, but I'm pretty much calling this finished for the challenge, cause frankly I'm not too good at texturing. But I'll probably come back to this later though, to see it properly done.
@poopipe: Pity about the loss of some of your work. Hope you still get finished in time.
@Warlock 279: Yeah, I agree wholeheartedly that the suit could use something extra...but my texturing 'skill's are feeble. So this is the best that I can come up with at the moment I'm afraid.
@Chung Wong: High poly is looking great! He must have a hell of a time running in those heels:p
@Perversonality: Thanks a bunch for your help. Your longjohn texture idea was grand, though I couldn't really pull it off. He is sporting a buttflap now though :D
@lordpisang:Nice to see your progression. Can't wait to see the texturing start to happen.
@funkdelic: The outlines were done in photoshop. I wrote up a small how to below...hopefully its decipherable.
First up I duplicated the layer with Jim on it (character on a black background). Then using the levels, and brightness/contrast settings, I played around with one copy of Jim until it was a silhouette on a black background, this was then inverted and applied as a alpha channel for the other layer. The silhouette layer is now deleted.
Next I blurred the alpha channel a few pixels (the further you blur the wider a outline can be created), and used the levels settings to create the outline. The closer the three sliders, the sharper the outline edge will be, if they're positioned more the the left the outline will be thicker, while if they're positioned closer to the right side the outline will be thinner.
Hopefully you can understand that, I'm not too good at explaining things. A bit of mucking around and you'll be right though I would reckon.
Perversonality
04-06-2008, 01:38 PM
Buttflaps for the win! ;) Congrats on finishing!
I still need to rig mine if I can be bothered (oooo, controversial!) but I think I'm done on the model and texture now. Finalised the boots and the added some jewelery, including safety pins on an eyebrow and a nose stud
http://www.lowpoly.co.uk/images/threedy/sg_020.jpg
Poly count is 4953 triangles, so I'm within budget if I decide to add any other small details, but that's pretty unlikely. I might resize the hands too, but they sort of add character
lordpisang
04-06-2008, 01:44 PM
Detachable Toe Very funny final pose! really great he looks like OSS 117
funkdelic
04-06-2008, 01:44 PM
Detachable Toe: Nice Job man, :)
Peversonlity: really nice textures man, want to see her in some sexy pose =P nice job, you´re almost there!
Poopipe: glad to here that everything is fine now man, it would terrible if you couldnt make to the finals, your entry is really good...
good luck to all!
here is my final winning pose!
http://i26.photobucket.com/albums/c149/raffael1231/wolvie_winning.jpg
poopipe
04-06-2008, 01:51 PM
:D
detachable toe: paint shadows on that texture or I'll cry :p
perversonality : leave the hands dude - you're right, they add character
funkdelic
04-06-2008, 03:43 PM
question:can I post the final images in other foruns? or do I have to wait untill the comp ends?
BiG ToE-3DT
04-06-2008, 04:02 PM
its your art work, you can post it where-ever you want.
but I do have a question, I'm thinking about adding a few more days to the due date, but before I do I want to know how funkdelic and Detachable Toe feel about it. I know I always get pissed off when I'm working my butt off to get my models done in time to find out there is an extension, so before I do, how do you guys, now that your done, feel about giving the rest a few more days to finish their work.
Perversonality
04-06-2008, 04:16 PM
I know you weren't asking me directly, but I'm effectively done too! It wouldn't bother me too much if you extend the deadline, but I would probably have had time to do a normal map if I had been aiming for a later date. It would definitely be nice to see all of the near complete entries in the final entry list though, even if that means a short extension. Perhaps it would be interesting to see how many of those who are yet to finish really do not believe they can make the current deadline?
Perversonality
04-06-2008, 04:44 PM
Done!
http://www.lowpoly.co.uk/images/threedy/sgfinal/sg_pose_001.jpg
I could probably have done some more, but I think it's time to call it a day on this model. Great fun and thanks to everyone for your feedback and encouragement! Best of luck to all the entrants :)
funkdelic
04-06-2008, 04:58 PM
Peversonality:nice one man, congratulations for finishing it =] !
Big Toe: thanks man, I know its my art but i thought it was a rule about it, but nvm hehe
and about add a few more day, no problem at all for me man! do that, I want to see all the guys finishing their entries! thanks for asking :)
koimizu
04-06-2008, 08:06 PM
here is a final test. trying out differnt poses and settings. i like this one so far. he still stands out too much from the background but its just a test. :)
116950
Perversonality
04-06-2008, 10:16 PM
@Koimizo - It's probably best to have your character taking up most of the image rather than just appearing in a small part of it for the posed render. Your final test render distracts from Ironman rather than showing him off in other words
Detachable Toe
05-06-2008, 01:24 AM
@koimizu: I like your character, good job. But I do agree with Perversonality about your him needing to be more the focus of your render.
@Perversonality: Good stuff! Nice to see another finished entry :)
@BiG ToE: No problems here, feel free to add some extra time.
@poopipe: I'll see what I can do about getting a nicer render. I think that the ambient lighting is dumbing the shading down quite a bit.
@funkdelic: Looking great, congrats on fnishing.
@lordpisang: Never heard of OSS 117 before, but I looked it up and found the pose you were mentioning...definitely similar. Thanks for the comments.
koimizu
05-06-2008, 02:57 AM
ok. ill make sure to make him the focus for the final one. thanks :)
BiG ToE-3DT
05-06-2008, 03:04 AM
well, since everyone who is done doesn't mind everyone else getting more time, lets kick the due date up a notch, or back a notch.
New Due Date June 15
funkdelic
05-06-2008, 03:30 AM
we could also start thinking about the next one
lordpisang
05-06-2008, 08:23 AM
Cool , new Due Date! Thx Big Toe!
poopipe
05-06-2008, 08:24 AM
woop! I might get to finish.
I'll probably have no web connection at that point cos I'm moving house (with any luck) but still - yay!
thanks chaps :)
lordpisang
05-06-2008, 08:33 AM
haha Poopipe , we are so late! Good luck to finish dude!
obibok
05-06-2008, 10:05 PM
hmm tnx for expanding the deadline ....
... not much to say iwe almost done with the texture .... still have to do the harness ....
http://img133.imageshack.us/img133/6928/progres90prcqn2.png
Chung Wong
06-06-2008, 12:14 AM
Finally got the normal maps tested. Should be texturing tonight or tommorrow. Any how, should definitely get it done by Sunday.
Nato_VanDookie
06-06-2008, 03:16 AM
Well, no more huge milestones should follow, progress is slow. I've been trying to work with my colors. Currently I have only flat colors as I'm trying to get the webbing placement right before I try to detail it much, there's still tons to do. But tell me what you think of my flats...
http://i25.photobucket.com/albums/c62/nato_vandookie/colorstest.jpg
My first impression is that the webs need to be thinner, should be easy enough, but does the placement look okay?
also, I've been trying to add the webs via normal map overlay...
http://i25.photobucket.com/albums/c62/nato_vandookie/normtest.jpg
Likewise, I think they could be smaller, and maybe harder...Impressions?
taehoon
06-06-2008, 05:47 PM
Very impressive.. need a little more texture work like dirt or desaturated.... overall very expactable character.~
Firehazurd
06-06-2008, 07:46 PM
Finally getting to work on this.
:D
Firehazurd
06-06-2008, 08:02 PM
More.
Warlock 279
06-06-2008, 08:09 PM
Detachable Toe - Looking really good, I like the render pose, I also agree with Poopipe, get some shadows on there, there's lots of times for muckin' about now. And since there's the time extension, maybe you can try something more with that suit now. Don't be afraid to make a mess outta it a few times that's how you'll improve your texturing skills, and that's the beauty of working digitally, you can always go back to a previous version.
Koimizo - I'm jumpin' on the bandwagon, he needs to be the focal point a bit more, I like the idea of putting him in there environment tho.
Obibok - Textures are looking really good. I think maybe try and tighten up the runes on the bracers, they're looking a little blurry [might just be me my imagination] compared to the rest of the texture. Coming along nicely.
Nato - Yep, placement looks fine, could maybe be a pixel or two thinner if you wanted. Grunge him up now, he spends his days on the ground. Maybe a couple dirty foot prints on the empty sleeves/legs or something.
Poopipe - Glad to see you can get back into the mix after all the software hassles.
Firehazurd - What is that??? I think you could round the "corners" of his stomach a little a better. Looks like he was box modeled a bit too much at the moment. Looks like a good start tho.
Firehazurd
06-06-2008, 09:44 PM
It's the prince from Katamari Damacy!
And yeah, he's still in progress.
Chung Wong
07-06-2008, 05:20 AM
Still baking out maps. Trying to iron out problems. Can anyone tell me why I still have seems showing. For example. I'm only doing half the head and have welded the other half to it. There should be no seems. When I render it out from a close angle, there are no seems, But when rendered from a distance, there are. WTF? Max user. Is it to do with rendering settings?
poopipe
07-06-2008, 09:55 AM
in those cases the seams are usually caused by mip-mapping and texture filtering.
depending on your graphics hardware you'll probably see the same effects in the viewport if you turn on the fancy texture filtering and zoom out
first try summed area rather than pyramidal filtering in the bitmap settings - it may help.
if not you need to either bake the maps with more padding, pull the texture outside the UV shell areas in photoshop (liquify tool is good for this), or pull the edges of the UV shells inwards so there are a couple of pixels padding outside them.
make sense?
usually when I bake out textures I try to make the render background colour as close to the base colour of the object I'm rendering eg. for a normal map my background would be 127,127,255, for an AO map it would be white etc. This minimises the effect of the seams if they do appear
hmm - I may be asking a bit much of my poor old athlon here - how do i split a mesh up in zbrush ? (edit: nevermind - figured it out)
Detachable Toe
08-06-2008, 10:44 AM
Good stuff everyone! Nice to see some more entries nearing completion :)
@Warlock 279: Thanks for your comments. I definitely will be using the extra time to try and up my texture quality, especially the suit.
@Firehazurd: I'm not familiar with the character, but it's coming along well.
@Nato_VanDookie: Looking good so far, I can't wait to see the final texture. The thickness of the webbing looks fine to me, but it is your choice.
@obibok: Another character I'm not familiar with, but it's looking quite nice.
Nato_VanDookie
08-06-2008, 06:08 PM
Thanks again for your comments, I'll try to create something pleasing...
Small Update:
Webs are really hard...
http://i25.photobucket.com/albums/c62/nato_vandookie/spideywebs.jpg
Still working primarily with flat colors, and I think I'm gonna reshape the eyes, as I'm not entirely happy with them now...
Tear it up folks...
Oniram
08-06-2008, 09:22 PM
well i finally got to unwrapping today..so i was also finally able to start making the high poly in mudbox. here is what ive done so far.
http://img.photobucket.com/albums/v666/Oniram/face.jpg
Chung Wong
08-06-2008, 09:47 PM
Cheers poopipes. I've taken your advise with liquid tool in photopop and it seems to work loads better. Hopefully finish for tommorrow.
poopipe
09-06-2008, 01:02 AM
glad it's working for you
just to prove I'm not dead....
this is becoming something of a learning experience zbrush wise - my favourite lesson so far is that max bakes crappy normals :)
Nato_VanDookie
09-06-2008, 01:35 AM
Poopipe... I recommend XNormal...it works great and it's pretty self explainitory. If you have any questions with it, I'd be happy to help. I'd hate see such a strong entry fall short because of a program's limitations.
funkdelic
09-06-2008, 01:42 AM
poopipe: I aways use max to bake my mapes, and it works really well, I use this little plugin here:http://www.guruware.at/main/objio/index.html
it´ll allow you import up to 1 million polies inside max without crashing, try it out and use the render to texture feature, I think you will change your mind man =] if you got any trouble just email me or add me to the msn. or you can use the Xnormal as Nato said, its a great software.
poopipe
09-06-2008, 01:52 AM
I fully intend to give it a try in the future, I hadn't bothered as the normal map baker in mudbox is really quite good - I dont think there's time to mess with new software on this one now though.
I'm going to give the normal maps a good hard slap with photoshop which ought to solve the major problems (like stupid lumps where the edges are)
I've got to start rigging. then I have to paint textures and I haven't even sculpted the hair
life basically isn't fair.
funk: it's not the polycount that's causing me problems - I can go over 3million without max complaining during renders (it's not so keen on displaying that sort of object in the viewports ).
those lines on her legs and stomach are what are annoying me - I can't work out why they're coming in or how to get rid of them in the bake - I can paint them out ok so it's not the end of the world.
Chung Wong
09-06-2008, 03:26 AM
I had that problem once. Check your render settings, I find that if force 2 sided polys is check on your render settings, it cause problems. If thats not it.... I'm out of ideas. Sorry
Oniram
09-06-2008, 05:01 AM
funk: it's not the polycount that's causing me problems - I can go over 3million without max complaining during renders (it's not so keen on displaying that sort of object in the viewports ).
those lines on her legs and stomach are what are annoying me - I can't work out why they're coming in or how to get rid of them in the bake - I can paint them out ok so it's not the end of the world.
uncheck the wireframe option when rendering to texture possibly???
poopipe
09-06-2008, 08:08 AM
it's definitely not that. I am however, completely bemused by the whole thing.
Nato_VanDookie
09-06-2008, 08:25 AM
I know that I have had similar results to that, and my problem was simply that my lowpoly mesh was not smoothed.
Thought I'd post some minor updates...
Still flat colors:
http://i25.photobucket.com/albums/c62/nato_vandookie/colorstest-1.jpg
Please note that I have updated my uv's to eliminate the warping in the texture.
Normal map with web overlay:
http://i25.photobucket.com/albums/c62/nato_vandookie/normtest-1.jpg
I have made some decisions... for instance, spidey will still be pretty ripped instead of fat: my reasoning in this is that he has super metabolism still and probably hasn't had a good meal for a while.
Also, I need to do something else with the excess suit limbs.... they're just ugly right now.
Chung Wong
09-06-2008, 12:14 PM
Okay, I might have been a bit over zealous by saying that I'd finish by today. Taking the day off to watch the euros. But I have started texturing now and still need to clean my maps up a little, but should be okay.
Anyway, here goes
Low poly model. 4998 tris.
http://i253.photobucket.com/albums/hh61/oivanwong/flashlow.jpg
Low poly with normal maps
http://i253.photobucket.com/albums/hh61/oivanwong/flashnormalmapped.jpg
Basic texture, well, what I could be arsed to do anyway. (No where near finished)
http://i253.photobucket.com/albums/hh61/oivanwong/flashtest.jpg
Not decided on the colours and details yet. I know that the underskirt is going to be all lacy (hopefully revealing the ball sack) and so is the apron strap and apron edges. I know I don't want the whole dress to be black. I'm thinking leather for the whole thing, bit like the daredevil film... And to finish off, nice sexy stockings. Wanted to do fish nets, but pervsonality has beat me to it. Any crits and suggestions would be more than welcome.
Oniram
09-06-2008, 02:03 PM
woah! lookin pretty good chung wong
Detachable Toe
10-06-2008, 02:47 AM
@Chung Wong: Nice update! The diffuse is working really well even at this early stage.
@Nato_VanDookie: The webbing is coming along well. I think I spy a little bit of texture stretching underneath his jaw though. Keep it up.
@poopipe: Looking good man, I hope you get this one finished. I don't use max, so I can't help fix that normal problem, but I can heartily recommend XNORMAL (http://www.xnormal.net).
@Oniram: Not bad so far, I'm sure it'll come together even more after you get a bit more definition into your sculpt. Also, I'm not sure in what way your flash is washed up, but not knowing how, I'd say that his face is a bit too exaggerated, e.g. his prominent eyebrows. Keep going, looking forward to updates.
Anyway, I figured I'd use the extra time to try to push my texture a bit. As suggested by a few people, I've added some shadows to the diffuse map. Is there too much? Too little?
I've also tweaked the specular and normals a tad, and I've also added a reflection and gloss map.
http://img126.imageshack.us/img126/329/pose3ze1.jpg
Oniram
10-06-2008, 02:57 AM
well in the final, he will have a walker (or a cane, whatever ive got poly room for). and come on, how much more washed up could a man who is fast as lightning be if he needs a walker. anyway. ive encountered a problem. ive finished the sculpt (my first ever) and i baked the normals, but something came up weird.
i have no idea what these red spots are in the normal map:
http://img.photobucket.com/albums/v666/Oniram/lpNormalsMap.jpg
and they cause a bad image (obviously) on the character itself
http://img.photobucket.com/albums/v666/Oniram/problem.jpg
does anyone know what these red spots could be and/or how to get rid of them?
BiG ToE-3DT
10-06-2008, 03:02 AM
the red is where the low poly and the high poly intersect.
what you need to do is increase the cage of the low poly, that or you can just take the normal map into photoshop, match the surrounding areas color, and color/erase the red.
Oniram
10-06-2008, 04:06 AM
yeah i tried the photoshop thing. didnt work too well. ill just mess around with the cage. if i have to ill hand model it.
EDIT: fixed. for the most part. if i have to ill go in and tweak the unwrap
poopipe
10-06-2008, 09:02 AM
you have to be a bit careful just expanding the cage - it doesn't like parts of the cage intersecting as that confuses the bake so there's a fair chance you'll have to go in and hand edit areas like armpits, the sides of the nose and the ******.
Like I said earlier - when hand editing your normal maps use the liquify tool as much as you can as it saves you trying to figure out which colours to use (it won't help much with red areas in the middle of the UV shells but is a big help at the edges.
no pics cos I fell asleep in front of the machine last night but I've finally got everything baked down and placed in a single texture so I can start painting and rigging.
This is going to be a rough week, I can tell
Chung Wong
10-06-2008, 03:18 PM
Oniram, if you still have red spots and they are not too major, a good way to get rid of then in photoshop is to do it in rgb mode, that that way, it grey scales the image and you change correct it in each channel.
Detachable Toe
10-06-2008, 04:13 PM
Hey all.
So after getting some helpful comments, I decided to completely redo the texture bar the wormy sections, though they may get revision as well depending on the time limit.
http://img440.imageshack.us/img440/2429/newsuitwo1.jpg
The dirty version here is just pulled together using the old dirt overlay layers for comparisons sake.
Only the diffuse map has changed so far.
Ideas, comments?
poopipe
10-06-2008, 04:20 PM
he's looking better already :)
definitely go with the dirt but make it more ingrained into the creases and less on the sticky out bits -living in an a*r*se is going to have it downsides as well as the obvious benefits
I think he'd benefit from having some AO baked or painted on and perhaps some rusty/dirtyness on his collar would help.
Perversonality
10-06-2008, 04:58 PM
Hi all, nice updates everyone! Sorry for my lack of input recently, but my appendix flared up and had to be removed so I've been in hospital for the past week! Looks like everyone managed without me though... ;)
funkdelic
10-06-2008, 06:08 PM
much better detachable toe, his face its wayyy better =]
hey Peversonality, are you better now? hope so man, get some rest then come back! hope you get better!
Chung Wong
10-06-2008, 06:08 PM
Looks much better detachable toe. Maybe do something with the green strap as well.
Oniram
10-06-2008, 10:18 PM
Oniram, if you still have red spots and they are not too major, a good way to get rid of then in photoshop is to do it in rgb mode, that that way, it grey scales the image and you change correct it in each channel.
well i actually went in and hand modelled parts of the cage, so it turned out alright now. just had to do some seam fixing. but i think now i might have to redo some of my uvw map. ill just add another uvw modifier on top of everything else ive got (but take off symmetry first). that way i should be able to do the symbol on the chest with no problems. all ive got left now is diffuse map to paint and to rig XD (never done a rig before....EVER!)
Chung Wong
10-06-2008, 10:54 PM
Sounds good. You should be fine with rigging, for this, you only have to rig it so that you can put it in a nice pose. If you have any polys and time left, why don't you make the gun too? But that isn't too much of an issue.
poopipe
10-06-2008, 10:59 PM
rigging is fun.(hahaa!)
here's my advice on rigging...
don't be afraid to manually assign vertex weights when the envelopes don't do what you want.
make sure you line the bone pivots up with the joints properly.
and an update with pictures.
you get 3 pictures today as I've not posted anything for ages.
still a bunch to do in terms of texturing and of course there's the rig but the normals are all done and in (barring the hands - i forgot to paste the hands in today for some silly reason).
the diffuse is started and theres a basic spec map on there. I might stick to a fairly stylised map for 2 reasons 1: speed, 2: it'll suit the comic character thing better.
I'm not 100% sold on the confederate flag for her housecoat but couldnt really think of anything else - Britney's from the south anyway isn't she?
anyway - yeah, here she is
Chung Wong
10-06-2008, 11:15 PM
Nice. I think the flag suits the whole wonder woman thing. Hair is looking nice and like the fact that you have given her an outie. Just get rid of that seem on the neck and you're plain sailing.
funkdelic
11-06-2008, 03:05 AM
nice poopipe, just fix that seam and you´ll be good to go!
lordpisang
11-06-2008, 09:10 AM
nice Poopipe!
my texturing :
http://www.lordpisang.org/old_cyclope_finalpose.jpg
but i think my texture was very ugly:(
Try to improve it for sunday.
All comments are welcome to help me.:kiss:
Perversonality
11-06-2008, 11:44 AM
hey Peversonality, are you better now? hope so man, get some rest then come back! hope you get better!
Thanks mate. Recovering fairly quickly now though it's going to take a little while to get back to normal
@lordpisang - it's a good start on the texture. I think all you really need to do is start refining what you have. Add some lines, dirt, and improve the shadow contrast and it will start to come together nicely
@poopie - nice updates! On the rigging front I tried physique but it's a little unwieldy unless you really know what you are doing, so I switched to skin and used the vertex weight trick, which was a lot easier
@Detachable Toe - nice update again. I think someone mentioned this before, but if you add some painted shadows under the straps and the metal collar on the cloth then it will really add to the texture. It doesn't need to be heavy shadow, just enough to show a darker impression on the fabric
poopipe
11-06-2008, 01:29 PM
I find skin to be a lot more flexible than physique - the two main reasons are the ability to mirror your weights across the mesh and the ability to save your weight data out and re-use it. embrace skin!
funkdelic
11-06-2008, 01:32 PM
poopipe: so you can really use the mirror with skin? I´ve aways messed up my skin after I tried to use this option.
poopipe
11-06-2008, 11:14 PM
funk: it definitely works in 9, 2008 and 2009. you have to pick the right axes and mess with some of the spinners sometimes but I've never known it to completely fail
updates - textures mostly. discovered there's a texture painting thingy in modo so I had a poke..
Chung Wong
12-06-2008, 02:21 AM
Looking good poopipes. Better pull your finger out though. Deadline's soon Been pretty lazy today but finished. Probably post tommorrow or Friday.
Good to see that you killed that neck seem off. I which I could get rid of seems that easily.
Detachable Toe
12-06-2008, 03:10 AM
http://img167.imageshack.us/img167/3118/posetm5.jpg
Thanks for the replys everyone.
@Perversonality: Heh, I keep forgetting to put in that shadowing under the straps. It's not in the above image, but I'll try to get something working for my final entry.
@lordpisang: Good start to your texture so far. All it needs now is some detail and 'tightening up' if you will. Keep going
@poopipe: Thanks for the rust idea. Sorry it's not in the texture yet, I must've missed it. You're Woman is coming out great, and the flag definitely works. Perhaps It's just me, but I'd say that at the moment the texture is looking a tad garish and saturated. Keep it up
Anyway, here are my current texture sheets, and crits on the specular ones in particular would be great :)
http://img205.imageshack.us/img205/771/texturepq5.th.jpg (http://img205.imageshack.us/img205/771/texturepq5.jpg)
Chung Wong
12-06-2008, 03:23 AM
Looks good. Your spec maps do look a little weird, but they're doing the job.
There have been a lack of updates. I thought more people would've entered this. It's a very good comp.
funkdelic
12-06-2008, 04:18 AM
haha wow guys nice update,
detoe: nice man, as wong said, the spec looks kinda odd but it did the work, nice job man!
poopipe: haha totally diggin her make up! nice job
poopipe
12-06-2008, 08:59 AM
Toe:
yeah, that's cos it is garish and saturated :)
as far as Jim goes... I would have another poke at the spec/spec hardness maps, soften up the skin areas for sure - particulary in the recesses where all the dirt etc is collecting. That should break up the skin a bit. You're in the unenviable position of your spec map actually making a difference to the way the model looks so you can use that to enhance matter further
chung wong:
neck seam removal is easy with 3d painty packages :)
ty for pleasant comments - I do have a load to do and I don't have much time but hell - pressure is good for you and I like a challenge.
Perversonality
12-06-2008, 11:08 AM
There have been a lack of updates. I thought more people would've entered this. It's a very good comp.
Yeah, Funk and I should get some kind of "Finished by the original deadline" bonus ;) Toe would qualify too though he has done some more work since :D
Joking of course :D
Detachable Toe
12-06-2008, 01:44 PM
@poopipe: Thanks for the crits and ideas, I'll try to revamp the specular maps, though don't count on em being that great at the end, specular maps really aren't my thing :p
@funkdelic, Chung Wong: Thanks for the comments. Anything in particular about the spec maps that look funny to you? Just I'm quite new to specular mapping, and it's still a fairly hazy area of mapping for me.
Chung Wong
12-06-2008, 03:58 PM
Well, I'm pretty new to spec maps too. But I make it from my difuse map. I desaturate it a bit and fiddle with it. Remember, the spec map adds shine. So observe your model, where you what it shinney and where you dont.
Chung Wong
12-06-2008, 08:51 PM
Well, can't be arsed to do any more on this now. Heres what I have come up with. Hope you like.
http://i253.photobucket.com/albums/hh61/oivanwong/winningpose.jpg
http://i253.photobucket.com/albums/hh61/oivanwong/beauty.jpg
Detachable toe, have a look at other peoples spec maps too. It will give you more of an idea.
poopipe
12-06-2008, 10:09 PM
haha!! brilliant
how's this pose?
I'm going for slightly awkward, possibly drunk and trying to appear sexy - think Britney in her K-Fed, knickerless days
oh - and there will be a facial expression of some sort
I know there's some shady vertex weighting going on
funkdelic
12-06-2008, 11:53 PM
hahahaha
Chung Wong, amazing man, my favorite so far, congratulations!
poopipe: haha nice pose man, give it some lighting and you´ll be done!
congratz guys!
Detachable Toe
13-06-2008, 04:00 AM
Well I'm calling it done. Though the spec map still probably looks weird, and theres bound to be other things, I'm still happy with it. Thanks for all the help everyone!
http://img119.imageshack.us/img119/2992/poseml6.jpg
@poopipe: Pose looks great man, her facial expression will bring a lot to it as well.
@Chung Wong: Great Entry, thanks for the help.
@Everyone: Thanks for putting up with my questions :)
obibok
13-06-2008, 08:39 AM
Detachable Toe: ur model came realy nice
Chung Wong: nice model ... i think that he turned more in to a washing-up superhero rather than a washed up one
ok so heres another small update ... i fixed texture and made a quick render of the winning pose ....
http://img205.imageshack.us/img205/1184/prievyl5.png
any sugestions are welcomed....
poopipe
13-06-2008, 10:58 AM
obibok: the lighting is letting your image down I think. it needs a fill light at least and some of the burn reducing on his legs.
google 3-point lighting setups and work from there. it looks a really nice model and it'd be a shame to mask so much in shadow
TonyClifton
13-06-2008, 11:21 AM
This challenge/ topic is hilarious!!! AWESOME WORK!!!
By the way, will I be allowed to vote?
poopipe
13-06-2008, 11:39 AM
only if you vote for me
but seriously..
I think it's only entrants that are allowed to vote
Perversonality
13-06-2008, 12:05 PM
You can vote anyway - Toe would simply exclude anyone's score who isn't eligible to vote when adding up the final scores. Can't remember what the rules are on voting though, so it might be a case that anyone can vote
Detachable Toe
13-06-2008, 12:29 PM
Makes me think...you don't have to vote do you? Sure I'd like to, but I'm not really 'qualified', especially on the texturing front.
funkdelic
13-06-2008, 12:37 PM
I think everybody who participates got to vote...
Perversonality
13-06-2008, 01:55 PM
Just judge it based on how good the texture fits the model, rather than how good the texture layout is if you are not sure. Everyone is going to have different opinions on the technical aspects, so judge on the aesthetics instead
Detachable Toe
13-06-2008, 02:22 PM
Fair enough, thanks for the clarification fellas. Just no one shoot me for screwing up my vote :p
poopipe
13-06-2008, 02:43 PM
voting is very simple.
if everybody puts me in first place with scores of 9 or higher in all categories it'll all work out fine
BiG ToE-3DT
13-06-2008, 02:46 PM
as far as voting goes, I would like everyone to vote, EVERYONE, even people that didn't enter. It gives me a chance to practice my math skillz. Plus, it gets the whole forum envolved.
poopipe
13-06-2008, 02:57 PM
sweet - my voting tutorial (see above) is still valid though right?
edit:
added some eyelashes, puckered those lips up a bit and done some stuff to her texture, got the rig working "ok"
i think it's looking alright - of course I could be wrong
Chung Wong
13-06-2008, 11:47 PM
Nice. Watch out for the rig though, the right thigh on the back view.
Thanks for all the kind words guys.
Here's my final Storm Decadence, Im very happy with my results. Everyone has done a great job, very motivating to see all of your guy's work. May the best man, or girl, win. LOL
poopipe
14-06-2008, 12:49 AM
wee.
nice
mr big toe...
whats the rules on reflection maps? I'd like to use one
BiG ToE-3DT
14-06-2008, 01:37 AM
reflections, nothing wrong with that.
Warlock 279
14-06-2008, 04:14 AM
Nato - I reckon the arm/leg we'll look a lot better once you get the alpha map on there. Its coming along well, keep at it, you're almost to the end.
Detachable Toe - The suits lookin' a lot better now I think, and the pose is great. Well done.
Poopipe - Looking good. The robe/flag looks great, I think its very suiting. The pose is excellent, fix that thigh deformation and you're in.
Lord Pisang - Not too bad. I think the dog could use some work on the fur, I think you got the coloration down, you just need to get some fibers in there now to make it look more like fur. Might even be able to do it with just your spec map. Also, the black of the dog on the black of the background isn't helping you.
Maybe something like this [see attached], its quick and dirty, but might help with the fur. Take your base layer as is, add a new layer, just a flat grey fill will work fine, use a noise filter on that, take your smudge tool and try to follow the natural flow of the dogs fur and smudge out all the noise into something fur looking, then over lay that onto your original, you can try different blend modes till you get one you like. Doing it as its own layer lets you tweak contrast and stuff without hurting your original base colors.
Chung Wong - Your flash turned out quite nice I t think. The texture on the suit is awesome, and you did a pretty good job on the dress as well. Good work.
Osky - Not too bad at all. You're missing the "x" logo on the belt tho. ;p
Update - Would seem I very nearly forgot to get back to this once I took a longer hiatus because of the time extension, but got back to it tonite and here's what I'm calling finished anyway.
Nato_VanDookie
14-06-2008, 08:20 PM
Quick question: If I create a base, does it count for my polycount and texture sheet?
poopipe
14-06-2008, 08:45 PM
not usually
Nato_VanDookie
14-06-2008, 09:40 PM
Cool deal...thanks...
Nato_VanDookie
15-06-2008, 03:40 AM
All done...
http://i25.photobucket.com/albums/c62/nato_vandookie/winningposecopy.jpg
And...I just had to...
http://i25.photobucket.com/albums/c62/nato_vandookie/spideybeauty4.jpg
Perversonality
15-06-2008, 04:43 PM
Grats on finishing everyone :) Getting close to the deadline now if anyone is still going
poopipe
15-06-2008, 09:01 PM
done at last.
well done chaps :)
Chung Wong
15-06-2008, 09:06 PM
Sweet. I think everyones in now. When does voting start?
poopipe
15-06-2008, 09:07 PM
I'll go out on a limb and say after the deadline :p
Chung Wong
15-06-2008, 09:18 PM
Go blow it out your a***! Just messing. Nice entry btw, especially with all your technical problems:)
poopipe
15-06-2008, 09:47 PM
thanks :)
yours too - we've had some fun ones this time round haven't we?
Chung Wong
15-06-2008, 10:36 PM
Yeah, interested in the next one too. Can't be bother to do any work at the mo, would rather fanny about here. I hope more people enter this time round though. Infact, anyone want to do my concept for me? Or even better, make it and I'll slap my name on it:)
poopipe
17-06-2008, 10:03 PM
I'm pretty certian I'll miss the next one - I want to work on the mech for one thing, I'm off on holiday for a fortnight (yay!) and I have no idea how long it'll take me to get a web connection back up after I move (boo!)
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