View Full Version : #25 Android / Cyborg
setschaos
04-10-2008, 04:51 PM
Ok, so I work differently than most people and I make my maps at the same time as opposed to finishing one then starting another <.<
So, instead of finished WIP updates, I have a beginning mesh and an end product. So to toss out my progress so far, it is a 75% complete model without having been skinned. So texturing (diffuse, normal, spec, bump) is about done, but not quite. CC are very welcome, but try not to comment on the texturing being incomplete.
The model itself is only 6k tris, so I have space to be flexible with the mesh and I have a few spots on the texture map to fill up so any suggestions are equally welcome.
enjoy.
katana
04-10-2008, 07:46 PM
almost there...got to deal with dinner at the GF's parents house, but i hope to have it finished tonight, so i can get the unwrap done tomorrow.
http://img.photobucket.com/albums/v112/katana2665/update_sat.jpg
poopipe
04-10-2008, 08:22 PM
just remember not to sleep with her mother and you'll be fine ;)
that's quite a big monkey then ..:D
Dunric
04-10-2008, 08:54 PM
FrZnChAoS Thanks, I would like to be the pro as you said, but i still have a long journey ahead . Sculpturing has occupied approximately 6-7 hours.
poopipe I know that you used Xnormal ? I just tried it once today , and there what i have when i generate Normal map . How can i solve that problem ? I do not want create Normal map in Maya this time .
arillious alyas
05-10-2008, 02:34 AM
ok heres a better picture i think? pretty much done just need to paint skin weights. and maybe try the "metal cap" thing. also i need to adjust the shader on the.... lets call em "generators".
BiG ToE-3DT
05-10-2008, 04:39 AM
arillious alyas: are those screengrabs or renders. If its a render, what type of lighting setup are you using. If you keep it that way, when you render out your final images, your model will suffer and most of the deati/hard work will be lost.
Poopipe: thanks for the shout out, but now I feel like I got a ton of pressure to keep at it.
on my side, started the texture. Quick screengrab for the max viewport
http://i55.photobucket.com/albums/g129/DJBiGToE/025-3.jpg
poopipe
05-10-2008, 11:06 AM
dunric: I can't help there dude, I've only tried xnormal once and frankly couldn't see what the fuss was about, ill stick to max baked normals composited with zbrush baked ones till zbrush learns to do the job properly by itself I think :)
Vincent
05-10-2008, 11:08 AM
Hey guys,
Here where I am so far, still have lot of things to work, but it still looks like some kind of update!
Big Toe> your texture looks sweet, and i love the "cartoon" style of your character!
Dunric
05-10-2008, 12:58 PM
poopipe Holy true ! I've played a little bit with xnormal , and didn't seen nothing fancy . So i returned to maya/zbrush baking :) . But i found it as a good rendering engine for checkup how normal maps look in real time .
Vincent It starting to take the forms , keep it up man .
Now , here my normal map applied , i noticed that i did some mistakes on the UV's stage , so it looking not as i expected for . However i think it is not the worst normal map in history :) .
gnome
05-10-2008, 01:52 PM
whoa guys, some impressive stuff there!
I think it's time to call the high-res model about done and get started with the low-poly stuff. Bit low motivation here, but I hope to finish in time.
sorry about the smoothing issues in the second picture, I noticed I had the rendering subdivision level for this part too low.
InProgress
05-10-2008, 02:19 PM
gnome: Nice work. I like it. Hope you'll finish it in time. It would be a pitty not to.
Vincent
05-10-2008, 04:22 PM
Little update, hope to have more to show tonight or tomorrow !
katana
05-10-2008, 06:21 PM
So in the end I had to go with simple hands and feet. I lost some resolution on the spear as well as the more detailed areas, but I'm essentially happy with it. i am however sick of looking at it...lol. I would have liked a bit more time to tweal the normals, but I'll be happy if I get it sculpted out at this point. As usual, i'm bringing up the rear in these comps...oh well...probably time to do my own thing for awhile to build up my speed and instinct.
http://img.photobucket.com/albums/v112/katana2665/frfinal.jpg
http://img.photobucket.com/albums/v112/katana2665/Lfinal.jpg
http://img.photobucket.com/albums/v112/katana2665/Rfinal.jpg
http://img.photobucket.com/albums/v112/katana2665/Persfinal.jpg
poopipe
05-10-2008, 09:07 PM
if you feel like you're taking too long to do things, have a look at your workflow and try to pick out ways to get faster.
personally I get all excited at concept stage but found it burns out when building the meshes and I get so I can't be bothered with the high poly. Of late I've flipped it round and started building the high poly first and building the low-poly from that.
you still have to do the grunt work but you save it til the end when your enthusiasm's run out - which is the best time for it really
Agent-X
05-10-2008, 09:13 PM
Dinobots transform! Hehe. I am about 95% figured the tranformation out. I resorted back to the G1 Tranfromers Grimlock for tranformation. The original concept, I couldnt figure out the tranformation and didnt have the polygon count to do that completely, so I did what I could. I hope you guys like. The Robot chest will slide up the inside of the back of the dinosaur mode, the tail of the dinosaur will become the legs of the robot, the head of the dinosaur will flip back.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test011.jpg
Agent-X
05-10-2008, 09:20 PM
http://i143.photobucket.com/albums/r125/extremecreations2001/Test012.jpg
BiG ToE-3DT
05-10-2008, 11:18 PM
Agent-X: can you show it in full robot mode.
Agent-X
06-10-2008, 01:17 AM
sure thing.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test014.jpg
Agent-X
06-10-2008, 01:19 AM
I am modifying it a bit now that I see it in robot mode, I am going to try and add forearm rotation as well. I do have a few polys left to spare. I am going to modify the legs as well, and make the chest of the robot wider, and figure away to make the torso longer and legs a little more even in length with the upper and lower leg. Lots of tweaks. This is hard model to do in my opinion, becaues you have to figure out the tranformation and where everything rotates from.
Calcuttason
06-10-2008, 03:45 AM
arillious alyas: haha ok deal no pet
poopipe: Character looks really good
Dunric: i checked out your vid. Character looks great
Vincent: that will haunt my dreams haha
Agent-X He looks looks great. For transformation ref i recommend Megatron from the Beast wars transformers series. And maybe a shorter tail so the legs are shorter. and something on the thy for the design to be more consistant. Im a huge fan so i hope it come out great. Shows tons of potential.
Ill be getting Mine done for sure on time. Just not sure abotu the quality( i can always go back) It was mY birthday this weekend so nothing to show haha Great stuff everyone. Best contest ever!
jogshy
06-10-2008, 04:22 AM
FrZnChAoS I just tried it once today , and there what i have when i generate Normal map . How can i solve that problem ?
That's because you were trying to render the maps using the hxGrid distributed renderer instead the default local one. Just change the renderer to the Default Bucket Renderer (for x86)... Go to the right... Baking Options... Renderer (the group box )
http://img371.imageshack.us/img371/8578/xnrendererda8.png
arillious alyas
06-10-2008, 04:33 AM
heres a flying action shot.
i only had a point light in position. for a final render im gonna go for a better lighting set up. i added two more lights (directional lights)
im fairly new to the rendering lighting phase. hope i can hold a candle to you more adept CG artists :verts:
Dunric
06-10-2008, 09:06 AM
That's because you were trying to render the maps using the hxGrid distributed renderer instead the default local one. Just change the renderer to the Default Bucket Renderer (for x86)... Go to the right... Baking Options... Renderer (the group box )
http://img371.imageshack.us/img371/8578/xnrendererda8.png
Thank you . So , now i tried it with default render , but it creates many artifacts on normal map , like small bumps and scars in various places .
InProgress
06-10-2008, 11:41 AM
arillious alyas: Looks pretty good, but the texture needs sharpening.
Novian
06-10-2008, 02:11 PM
arillious alyas: Looks great but the neck seems too long. Just a rough estimate but his neck seems to be 1 head high. Unless this was your original intent then nevermind :P
Question for Big Toe or anyone who knows: I am planning on having several shots of the chick including one of him firing the gun. If I create the two intersecting planes for the muzzle flash, attach them as part of the model and include them in the texture sheet, is it within the rules to hide that section of the geometry for the other poses?
If not then I will not have him firing the gun (at least not for the comp).
Cheers~
Rogue One
06-10-2008, 02:57 PM
Just a quick post before I go to work, didn't like his boots on the last post . listened to ur comments poopie and I fixed a few things, so thanks
Still not sure what to do with that blade/gun thing on his arm? Any ideas
Novian
06-10-2008, 03:05 PM
Rouge One: Perhaps a cool glowing ball of energy in the middle of the "tongs" would be cool. I think the boots look a lot more stable. I think that was the critique last time, so good work! :)
Cheers!
Rogue One
06-10-2008, 03:16 PM
Thanks Novian !
Yeah I was thinking along the lines of a warp core thing that can shoot like a plasma gun but also use it power to spin those blade and kill anyone that gets to close!
Never made a glow map before though so not sure how.
Novian
06-10-2008, 03:24 PM
Rouge One: I believe (in Max) that you link the material to a Map Channel and then in Post Effects add a glow to that channel, and since that object's texture is the only thing on that channel, only it receives the glow.
You could check online for tuts as well. There is sure to be one on Glow Maps.
Cheers~
poopipe
06-10-2008, 03:52 PM
post effects like that aren't allowed for the comp (except in the winning pose shot)
you'd need to draw lovely pictures on geometry for it to be legit low poly stuff (you could then bash the post glow on for the final render)
however - i have a question for big toe
If I cunningly made a DX viewport shader that did glows or other effects like that would it be allowed? - assuming my final images were viewport screengrabs of course..
I doubt ill have time in this comp but i really want to do a viewport only entry at some point.
gnome
06-10-2008, 04:21 PM
Novian: I think it should be okay to use a muzzle flash and hide it for the other poses, as long as it counts towards your poly limit and it's on the allowed 2048² texture. After all, one could hide it by rigging it accordingly and placing it inside the body when it's not needed. However, I don't make the rules :D
BiG ToE-3DT
06-10-2008, 04:28 PM
Novian: as long as the muzzle flash is apart of the tri count and texture limit, its fine, and hiding it for different poses, renders is fine too.
Poopipe: shaders are fine.
Novian
06-10-2008, 04:36 PM
gnome: I thought about doing that too if the hiding wasn't an option.
BiG ToE: Thank you. I am also adding a cigar and possibly some smoke, but I'm leaning more towards no as low poly smoke tends to suck.
Cheers~
Vincent
06-10-2008, 06:17 PM
Hey guys, finished the high poly, started the retopology and texture works! More to come very soon!
Goodluck to everybody! :)
poopipe
06-10-2008, 11:16 PM
I doubt ill have time in this comp but i really want to do a viewport only entry at some point.
actually there may be time....
I accidentally made shadows and normal maps happen at the same time instead of actually working on the robot
:D
there's a lot to do in terms of blending maps correctly - if it works out well enough I'll release the result ( i think it looks that ropey because its viewed on a 7300go )
I really should get on with the robot at some point
arillious alyas
07-10-2008, 12:19 AM
arillious alyas: Looks great but the neck seems too long. Just a rough estimate but his neck seems to be 1 head high. Unless this was your original intent then nevermind :P
the kneck isn't too long. That's just the way i have have him positioned and the camera angle
here's the base model. still think so?:cry:
BiG ToE-3DT
07-10-2008, 04:16 AM
if you guys haven't heard/seen the new mudbox 2009 (http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11458946), check it out. Still as easy to use as before and now you can paint all kinds of texture maps and what not. If you check out the website, they got a demo version to play with. Still time in this comp, it could come in handy.
Vincent
07-10-2008, 09:09 AM
Hey poopipe> Your head looks really great, won't you try to finish it in time ? I wanna see your entry man!
Here's where i am now, texturing the body, with my maps baked. The "organic" part of the character is 5200 tris, so i have 2600 left for the "non organic" parts. Hope it'll be enought and that i won't have to reduce the body's mesh.
dudidam
07-10-2008, 10:17 AM
hi, guys. i just got back from my holiday for a week. great works everyone! i'm sorry i can't put my comment for each of it.
Dunric i can see this one is promising!
gnome its nice to see many details in there.
katana nice.. i can see a lot of details can be put in gorilla
AgenX it's cool to see it could transform. i think the pelvis for the robot form could get a little lower...
arillious alyas nice. you can put a brighter light for highlight and lighten the shadow a bit.
Rogue One agree with the glow. the boots look more solid. but somehow i miss the horn part on the boots...
poopipe look great on the viewport. you have to teach me that one...
Vincent clean bake. i expect the tris left for some non organic part could make it cooler
my progress. still need to add some details. the head not finish yet, and might change the tail.
http://i121.photobucket.com/albums/o229/dudidam/android_04.jpg
InProgress
07-10-2008, 11:21 AM
Vincent: Looks awesome. Could you post some wires?
dudidam: Me likey. Though the little thing in the blade is a bit weird (as in misplaced). To me it looks like it wouldn't cut quite easily, but more hack it's victim. But that's just me:)
Getting closer to finishing it. This is the final low poly character. The polycount is 7966 tris. As for the colour scheme I'm undecided between 3 variants: desert camo (Capra Nubiana); mountain camo (regular ibex) and urban (no idea what camo should I make in this variant). Any ideas are greatly appreciated.
Calcuttason
07-10-2008, 12:31 PM
dudidam: i really dig your characters weapons. they axcent the proportions well. Not to mention it be great for slashing enemies at it runs past them.
Vincent: i checked out your site. your stuff is great! I dont understand why you dont have a job yet. it will happen for sure if you keep doing quality stuff like that.
Im all done with the body sculpt. Now for the Weapons. C&C?
poopipe
07-10-2008, 12:54 PM
Hey poopipe> Your head looks really great, won't you try to finish it in time ? I wanna see your entry man!
thanks :D but that head's nothing to do with the comp - I was just messing with shaders.
I dont think I'm going to be able to use them for this now - I got to work, tried em out on the quadro and it crashed max really hard :)
I'm looking forward to yours actually - I'm a sucker for naked people with bits of metal poking out of them (i must subscribe to suicide girls)
Tank[NL]
07-10-2008, 02:55 PM
damn guys, some really cool looking stuff here. keep up the cool works :)
arillious alyas: your model really reminds of vigeland sculptures. cool style.
Vincent
07-10-2008, 05:37 PM
Hey guys, thanks for all these nice comments!
In progress: I'll post some wires tonight or tomorrow!
Calcuttason:Thanks a lot man, i'm quite "depressed" these days because of that... The worst thing is that i go from interview to interview without getting nothing in the end, pretty ****ty, but I hold on!
Here's my progress!
poopipe
07-10-2008, 05:49 PM
vincent: if you're not already doing it, ask the companies why you're not getting the jobs - they won't mind. I'd be pretty confident its not a lack of skills, ideas or tech knowledge (based on this work alone - I've never seen you rig ;) ) - lack of experience might be a problem but thats the usual vicious circle for anyone starting out in anything.
personally speaking I tried and couldn't get anything in the game industry when I left university (8 years ago now) so I fell back on web development for a few years and then got a job as an artist/tester at a small software company. I'm still there now but mostly doing what amounts to the job of a tech-artist . It's not quite what I dreamed of in my younger days but it's pretty sweet nonetheless. I don't think I'd go to games now unless there was a handsome financial incentive, the work is hard, the deadlines tight and the pay usually isn't that crash hot ;)
what I'm saying is don't just look at games companies - there's other places you can sell your lowpoly skills
Beriadan
07-10-2008, 06:43 PM
First of all I wish to say - very very good work! to all of you. I'm just starting with 3d max and I have been observing the forum for somme time. So dis is not onley my first reply in the forum but with it I'm actualy showing my first work in max... Until dis moment I have been going through some tutorials like making a bottle or a box... I have less then 20-30 hours working with max and I'm studying alone, so don't expect much fromme me but I'll do my best to go advanced. So any critic is going to do me good ;) So dis is my work => The cyber frog... it looks a bit chiledish... but I hope you like it!
Ya, a lot of industries us low-poly 3D these days. I work in the the Energy sector and do vis-work there, sometimes you wear a few more hats than just 3d artist, but if you're flexible you can find 3d work in a lot of places, and there is always freelance work if you can be more flexible with periods of low-employment (if you have a family to provide for Free-lance may not be the way to go, but if you're signle and out going enough you can make good money... but like poopipe said the hours and deadlines can be killer there too.)
arillious alyas
07-10-2008, 06:52 PM
;667948']damn guys, some really cool looking stuff here. keep up the cool works :)
arillious alyas: your model really reminds of vigeland sculptures. cool style.
whats vigeland sculptures? ill look it up. thanks:)
arillious alyas
07-10-2008, 06:54 PM
hi, guys. i just got back from my holiday for a week. great works everyone! i'm sorry i can't put my comment for each of it.
Dunric i can see this one is promising!
gnome its nice to see many details in there.
katana nice.. i can see a lot of details can be put in gorilla
AgenX it's cool to see it could transform. i think the pelvis for the robot form could get a little lower...
arillious alyas nice. you can put a brighter light for highlight and lighten the shadow a bit.
Rogue One agree with the glow. the boots look more solid. but somehow i miss the horn part on the boots...
poopipe look great on the viewport. you have to teach me that one...
Vincent clean bake. i expect the tris left for some non organic part could make it cooler
my progress. still need to add some details. the head not finish yet, and might change the tail.
http://i121.photobucket.com/albums/o229/dudidam/android_04.jpg
thanks dudiam didn't think about lightening up the shadow... advice surely will be taken and used :)
Novian
07-10-2008, 07:32 PM
Beriadan: Some things that I can suggest to help you are:
1.) Don't use the word (although it is not really a word) "dis" when you mean "this". It is not professional and reflects upon you poorly. I do not mean this as an insult but rather friendly advice especially come job interview time.
2.) Your shape looks good but your flow seems a bit distorted. Try to smooth out your edge loops. In order to get the shapes you need you may have to add or remove edges. Don't be afraid to add, remove, delete. It's a process.
3.) The texture on the legs is good but is very repetitive. Perhaps you could break it up a bit with some seam lines, nuts or bolts, a hatch or access door, or even a warning label.
4.) I would go back and have a look at your UV layout as the UVs in particular for the head and down the back appear to be very distorted. Try to get them to line up in a more even fashion. I would highly recommend the tutorials on the www.3dtotal.com site as there is much to learn from there.
5.) Also in the head down to the back area it looks like you are using a nice high resolution circuit board texture. Although this is a great texture I don't think it is best used for the outer surface of the frog. Perhaps a metal texture that you could paint the colors of a frog would be better for the outer surface and then if you have hatch open or exposed or something then the circuit board texture would look great underneath.
Hope all this helps you. If you have any questions feel free to ask. I can help you or there are plenty of really great artists here to help as well. This is a great community to help you learn and grow. :)
Cheers~
P.S. Welcome to the Threedy Forums!
poopipe
07-10-2008, 10:05 PM
i done somethin at last
its set up for nice smoothing now so I'm off to zbrush for final normals
tick tock, tick tock
Joseph Pomeisl
07-10-2008, 10:14 PM
Everyone's project's have come along nicely! Excited to see the end results.
Dudidam: is there going to be anything in her domepiece? really neat design
Welcome to Beriadan! My only suggestion is to listen to what these fellas (I've often wondered how many women, if any, participate) have to say; most seem quite knowledgable - and all obviously are talented. I've learned alot in a short time. Thanks everyone. All this talk about jobs makes me realize how much I need a job that has anything to do with art...groundskeeping isn't bad, but people don't appreciate a stylized pile of leaves...:)
CalcuttaSon: can't wait to see the end. looking nice.
Vincent: great work, and fast too. cool idea. Keep up your hopes!
Katana: this new style is really an improvement, I like it alot.
Arillious: something hit me differently when I saw your character the other day. It's really a cool design, neat. The black and red is nice - just a cool character all around. Are the wings still happening?
Pooppipe: the design is really cool. The style and the neatness of it are something I'm not sure if I'll ever get a hold of. Excited to see the finish. And I like the idea of a viewport only comp., it would be difficult for people who can't get DirectX to work properly though...just black screens for me. I imagine the display must be better, but sadly I can only imagine.
BigToe: thanks for the mudbox notice.
poopipe
07-10-2008, 10:24 PM
:D
this DX viewport shader business is a bit of a shaky area - shaders that work on this pathetic little laptop with it's 7300go fail utterly or crash when used on the quadro 4500 I have at work. from what I've been reading it's all very hit&miss as to whether anything involving shadows works or not.
if things are black - make sure you fill all the texture slots and make sure your images are all power of 2 sizes
arillious alyas
07-10-2008, 10:26 PM
i like the idea of wings except i need a bit more time to make em look good (the way i want) just one of those things where you like the base but taking it to refined product takes even more time then coming up with the initial idea. who knows though. i may get a "light bulb" thought.
thanks for compliment :)
Joseph Pomeisl
07-10-2008, 10:49 PM
Well, the viewports themselves are black, or sometimes show my desktop. Will that solve this problem too? I've checked and ran the DirectX test; I definately have it...
Joseph Pomeisl
07-10-2008, 10:51 PM
Got to run. Hopefully have a shot with Normals applied tommorrow. Best of luck to all.
got some sculpting done. It will be very hard, if not impossible to finish on time due to other duties :(, anyway this is what I have so far. I put some additional items on the lower back to give some more volume in the lower back... There will be rotors in the legs (in front and side).
I have been exploring the wonders of alpha maps and masks in Zbrush, realy great!
Any critics are very welcome...
Roel
Rogue One
08-10-2008, 01:57 AM
Hey guys , 1st time texture painting here and am pleased with my progress :smug:, Feed back would be great on what one to go with and any Improvements on either the diffuse or normal map.
As always your comments are appreciated .
Thanks
Vincent
08-10-2008, 07:27 AM
Hey guys , 1st time texture painting here and am pleased with my progress :smug:, Feed back would be great on what one to go with and any Improvements on either the diffuse or normal map.
As always your comments are appreciated .
Thanks
Hey man, it looks cool, but too "basic" for the moment. Have you unwrapped your UVS ? If that's the case I suggest you to begin to "dirty" them up, with textures found on www.cgtextures.com, for example.
And here's a solid tip for these non-organic textures, in the photoshop filter > sharpen > apply sometimes an Unsharp mask (between 75/150%) to give a more credible and contrasted look to your textures.
Maybe it's what you we're going to do, if that the case 1/ i'm sorry 2/ i look like a moron :)
Good luck!
Dunric
08-10-2008, 10:38 AM
Rogue One Your texture looking even better than mine , keep it :) .
arillious alyas I like the shapes , good one .
To all
I've noticed some problems when starting texturing , in some reason my normal map and AO are different . AO map is a little bit upper than the normal , but the whole texture sits ok on each other , just a small details like scars and wounds are different , anyone know the reason , how can i fix it ? Seems that i don't finish until the deadline . So good luck to all of you !
Vincent
08-10-2008, 10:50 AM
Rogue One Your texture looking even better than mine , keep it :) .
arillious alyas I like the shapes , good one .
To all
I've noticed some problems when starting texturing , in some reason my normal map and AO are different . AO map is a little bit upper than the normal , but the whole texture sits ok on each other , just a small details like scars and wounds are different , anyone know the reason , how can i fix it ? Seems that i don't finish until the deadline . So good luck to all of you !
hmmm, that's weird, how did you generate them ??
razwan
08-10-2008, 11:49 AM
hei guys i've started texturing and it's going sloooow mainly because i so suck at it :wall:
Vincent
08-10-2008, 12:19 PM
Hey guys, again and again, some progress... I was a bit tired to work on the character so I modeled a "socle" that I'll certainly use for the beauty shot. I worked on the light a bit too...
I've got a question, is this kind of "socle" can be used on all shots or just the beauty one ?
Thanks!
Dunric
08-10-2008, 01:44 PM
Vincent
Normal map i did in Zmapper , AO in Maya . So , i noticed that problem in normal map , i generated another one in Maya , and it sits just fine . But i didn't planned to do normal map in maya , so i can only generate map on separated parts , and it creates ugly seams in between , even after i clean them in photoshop i still can see them . BTW how you clean the seems on normal map ?
P.S Your model looks great so far , it is still Hi poly or low normal mapped one ?
Joseph Pomeisl
08-10-2008, 05:53 PM
Painted just the base colors, did a little work on the normal map. It's going to take all the time left to make some decent textures, I think. Best of luck.
Vincent
08-10-2008, 06:37 PM
Vincent
Normal map i did in Zmapper , AO in Maya . So , i noticed that problem in normal map , i generated another one in Maya , and it sits just fine . But i didn't planned to do normal map in maya , so i can only generate map on separated parts , and it creates ugly seams in between , even after i clean them in photoshop i still can see them . BTW how you clean the seems on normal map ?
P.S Your model looks great so far , it is still Hi poly or low normal mapped one ?
hey man, i don't use any AO Map for my characters, i just create a cavity map for the diffuse basis mixed with the channels green/blue channels from the normal map.
I put first my green channel as a new layer on a new document, then my blue channel in "multiply" and finaly, the cavity map in "multiply" too, and it creates a solid basis for the diffuse work. Hope it's quite clear.... For me it works as good on the diffuse as a AO Map.
For the seams, i don't clean them on the normal, generaly they look good, i only clean my diffuse map using zbrush polypaint or zaplink.
Hope that i could help you a bit, if you have any question, just ask me.
BiG ToE-3DT
08-10-2008, 08:32 PM
I've got a question, is this kind of "socle" can be used on all shots or just the beauty one ?
That's up to you. You have full creative freedom when it comes to what you want in the picture. Just keep in mind you don't want to take the main focus away from the character.
Dunric: a easy way to get rid of the seams, go into your uvw editor, and move the outside line of the uv's that are giving you the seam. If that doesn't work, you will need to go back into photoshop, pick a nuetral normal map blue and hit the outside edges of all the parts of the uv layout.
Martin_x
08-10-2008, 11:38 PM
After a long pause began paint texture. I think it's "overbrighted" a bit.
arillious alyas
09-10-2008, 06:00 AM
After a long pause began paint texture. I think it's "overbrighted" a bit.
looks good in a tron sort of way. i like it
arillious alyas
09-10-2008, 06:04 AM
NVM don't even know why id ask a dumb questio like that.............................................. .... disregard this post
Calcuttason
09-10-2008, 10:25 AM
UVS! K now time for normals
InProgress
09-10-2008, 01:16 PM
Nice map you got there Calcuttason. I too am almost done with the UVs. I'll post an update later on with an atempt at a minigun texture.
Dang where has the time gone... I guess I'm not sleeping until sunday
Darchand
09-10-2008, 10:32 PM
Dang where has the time gone... I guess I'm not sleeping until sunday
My thought exactly :wall:
setschaos
09-10-2008, 11:27 PM
I posted my final, I had a sheet with my reference images on it, but I chose to attach the 5 best images that I composed. If anyone would like to see my references as well, I'll post them up. All C&C are most definitely welcome. Also, If you want me to post the same images as my final here, just ask.
Thanks
BiG ToE-3DT
10-10-2008, 02:01 AM
got the rigg and skinning done, now playing with the poses:
http://i55.photobucket.com/albums/g129/DJBiGToE/027-4.jpghttp://i55.photobucket.com/albums/g129/DJBiGToE/028-8.jpg
Agent-X
10-10-2008, 08:41 AM
Here is my latest work in progress. I was wondering if it is possible we could get more time, to extend the contest a week longer to let us those that are behind to catch up on texturing. There are some other great entrees that I think would benefit from having a little extra time, including myself. If not, I understand. But if that is possible that would be great, and I am sure others would be greatful.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test015.jpg
Darchand
10-10-2008, 09:12 AM
Here is my latest work in progress. I was wondering if it is possible we could get more time, to extend the contest a week longer to let us those that are behind to catch up on texturing. There are some other great entrees that I think would benefit from having a little extra time, including myself. If not, I understand. But if that is possible that would be great, and I am sure others would be greatful.
I am sure I am one of those people you are talking about right? The next time I will get to work on this is Saturday and lets just hope that is enough time to get it finished and looking great.
<---- P.S. New Avatar :)
katana
10-10-2008, 10:07 AM
personally, I don't think an extension would help me at all...lol...once i started taking it apart for the UV layout and took a minute to see how it was looking in ZB, I went blind from over-exposure...so I'll continue to work on it, but my end will be the final model pic...guess I need to keep practicing to get my speed up...I also learned more valuable stuff on the nature of just relaxing when you are making a model.
poopipe
10-10-2008, 11:10 AM
I'm never one to pass up an extension but I'm not sure we should be getting into the habit of doing it.
Vincent
10-10-2008, 11:44 AM
i'm not for the extension... Like it has just been said, we won't "gain" anything doing it.
1) it's pretty unfair for those trying so hard to finish in time
2) it's more like a "professional" stuff, since we have to finish it in time
3) it forces us to have a schedule of what we have/need to to, to post our character before the deadline.
Novian
10-10-2008, 12:01 PM
katana: I agree, this has been a great experience with a lot of lessons learned. I'm grateful that each challenge makes us better. :)
Good luck to all.
Cheers~
would love to have 1 week longer too.... will finish anyway, but just for the comp.
Calcuttason
10-10-2008, 12:31 PM
Hers my Normals. Im Textureing now .
Personally I wouldn't mind the extension. The more people that get to finish the better the competition. Not to mention if their aren't enough entries NO PRIZES!
Peace!
poopipe
10-10-2008, 01:04 PM
i'm not for the extension... Like it has just been said, we won't "gain" anything doing it.
1) it's pretty unfair for those trying so hard to finish in time
2) it's more like a "professional" stuff, since we have to finish it in time
3) it forces us to have a schedule of what we have/need to to, to post our character before the deadline.
agreed - even if it does screw me :D
Orrin Hogan
10-10-2008, 01:09 PM
I agree with an extension also, otherwise I won't be able to submit, I was swamped at my job this entire week and had no time to devote to my model. Im guessing people with jobs and more responsibilities have less time as opposed to a college student who has nothing but time(for the most part). I hope my comment doesn't offend anyone, just putting my 2cents in.
BiG ToE-3DT
10-10-2008, 01:11 PM
the thing about extensions is, it's not fair to those who will get it done by the deadline. The only way I can allow an extension would be to give those who finished on time a point bonus. Or subtract points from those who don't get it in on time. Lets say 5 points.
So here is what I'll do, I'll give a 3 day time extension, but the people turning it in on this day, if they get votes, there total score will have 5 points subtracted.
Calcuttason
10-10-2008, 01:58 PM
Sounds Fair to me
Darchand
10-10-2008, 03:02 PM
Thanks for the extension. I will still shoot for the 12th (doesn't hurt to work under some pressure).
Agent-X
10-10-2008, 03:24 PM
OK, I guess that sounds fair. Thanks. Pressures on to finish on time. :)
poopipe
10-10-2008, 03:53 PM
I agree with an extension also, otherwise I won't be able to submit, I was swamped at my job this entire week and had no time to devote to my model. Im guessing people with jobs and more responsibilities have less time as opposed to a college student who has nothing but time(for the most part). I hope my comment doesn't offend anyone, just putting my 2cents in.
I'm in the same situation as you but I'm still not keen on extending these deadlines too often. I'm going to benefit from this - just like I did last time it happened.
Knocking points off is a good idea though - it adds a bit of excitement.
Do I rush it and guarantee my 5 or do i take that extra time and hope the extra quality pays off in extra votes etc.
its almost like gambling...
InProgress
10-10-2008, 03:58 PM
Started texturing: So far I finished the fur on the torso. I say it looks pretty good for a second atempt at texturing. Any crits are appreciated.
Novian
10-10-2008, 05:17 PM
In Progress: That's looking really good man. You'll have to share your fur painting secrets with me ;)
Cheers~
InProgress
10-10-2008, 05:52 PM
It's basically this: find a suitable picture, crop it until you are pleased with an area and the size of your starting point from the UVMap, and clone until you can't clone no more.:)
Novian
10-10-2008, 07:22 PM
In Progress: lol, so basically we have the same method. I also use the Healing Brush to smooth out the edges.
Also, a neat trick, use the Liquify Tool to help the flow of the hairs to go around the harsh metal edges. Found that out this morning. :)
Cheers~
vicban3d
10-10-2008, 07:24 PM
The texturing process so far. Will perfect it tomorrow, pose, and hopefully I'm done :smug:. C&C welcome.
Sylverstorm
10-10-2008, 08:07 PM
BiG ToE: Looking nice (and creepy), but his mask looks a little plain compared to the rest in my opinion.
Agent-X: Cool Transformer! I hope you can get some nice textures done in the little time there is left.
Calcuttason: Looking good!
InProgress: I hope my second attempt at texturing works out that well.
vicban3d: Nice, his 'lower body' looks a little small compared to the ones on the mantis pictures I found though.
I will not be able to finish my entry. :(
Still, I learned a lot and like to thank everyone for the advice and tips (Warlock in particular). I am fairly happy with the results and maybe I will finish her later, or use everything for a new project. :D
arillious alyas
10-10-2008, 08:31 PM
deadlines get pushed back sometimes in the real world no biggie, but striving for the Sunday dead line, i learned allot. And not to mention that the learning plus work experience is the the most valuable prize if you ask me. Great work every body keep it up :)
Joseph Pomeisl
10-10-2008, 09:53 PM
Great work every body keep it up :)
I agree. Best of luck...
poopipe
11-10-2008, 12:24 AM
yeah,
this would be a dirty first pass on normals and AO
edit- some of those seams are deliberate - the others are just texture filtering
gnome
11-10-2008, 01:48 AM
happily modelling/retopo-ing the low poly stuff. the hind leg was a pain in the butt, though....
5280 tris; going to sleep. :D
vicban3d
11-10-2008, 01:56 PM
Render Test:
Rogue One
11-10-2008, 02:58 PM
I should have nipped the models in the butt a week ago even though I wasn't happy with them.
But here are the UV and "final model" both may need to change the hand and adjust layout sheet if I have time.
Good luck all , I know I will need it.
InProgress
11-10-2008, 03:19 PM
Finished texturing the head. I'm not satisfied with it, but I want to finish it untill tommorow. It looks funky becasue I had to use 5-6 pics of differently coloured goats. I'm changing the colour of the torso as I'm writing this.
katana
11-10-2008, 03:43 PM
Rogue One : That model really came out nice...good job.
poopipe
11-10-2008, 05:47 PM
yeah - it did
well done :D
now,
do I beaver away at my robot tonight or finish building my shiny new quad xeon?
BiG ToE-3DT
11-10-2008, 05:51 PM
thats a good question, I'll say this much, I got 2 systems here in need of an upgrade, all parts are here, waiting to be installed, but, I'm rendering. Then, either sunday night, or monday, I'll crack these boxes open and get the screwing. Then, I'll be ready for next weeks fun.
poopipe
11-10-2008, 06:00 PM
what if you werent rendering?
ah, who am i kidding? It's going to get built
I may be back with updates later :D
Martin_x
12-10-2008, 04:48 AM
Finished painting. Now I'll try to enhance the texture a bit and I'm done)
razwan
12-10-2008, 06:43 AM
here is a update on the texture (hope i will finish today)
Beriadan
12-10-2008, 12:08 PM
Thank you all for the comments on my work, I have foundet them very usefull, but I had a lot of work these days and I haven't made any progress on the frog. Maybe I wont be able to do anything more for this challenge. I need to be excused for the mistackes I'm making in english but this is not my native languadge and I have learned most of it by watching television as odd it might sounds. I'll try to avoid them as much as I can.
Good work to all of you!
gnome
12-10-2008, 02:05 PM
I can't help it, I have to post this. :haha: the nose area is not going to work, as are some other parts, but what the hell.
I don't think I'll be able to finish until 0:00 GMT, but I hope to get most of the stuff done tonight. :hmm:
poopipe
12-10-2008, 07:28 PM
I bet that was fun
10 out of 10 for use of texture space :D
I decided I was going for tuesday about mid-way through installing vista last night
Well There is no way I can finish. My system is dying and this render seriously took 25 minutes, I can't even open the UV editor and my rigging is scaling instead of rotating. Yes things are messed up big, and I've spent the last four days trying desperately to fix it.
Vincent
12-10-2008, 10:14 PM
Just posted my final images, i'm done! good luck to you guys, there's a lot of great entries that i want to see finished !
poopipe
12-10-2008, 11:02 PM
this is me rushing the texture...
a lot of the colours are just underpainting.
Joseph Pomeisl
13-10-2008, 03:10 AM
That darn GMT! Wish that I had remembered about it...Best of luck to everyone using the extra time. Should be an interesting voting session.
arillious alyas
13-10-2008, 06:18 AM
how and where do i vote?
vicban3d
13-10-2008, 07:56 AM
Poopipe: Nice choice of colors. It really fits her. Well done.
Dunric
13-10-2008, 09:21 AM
Poopipe Yeah , nice palette .
So , I've finished . I have sacrifice little details like cut off hand and some chains , because rigging issues , and i wanted to post my entry before the extension . But , hopefully , not the worst of my works . And good luck to all who's still working on their own !
BiG ToE-3DT
13-10-2008, 11:47 AM
arillious alyas: when voting starts, you will do so in the final entry thread.
Rogue One
13-10-2008, 11:55 AM
I need help.
I have shared UV space on my layout for some of my part. But when I go in zbrush and make my maps it gets messed up? Any idea on how to fix this?
What are the rules and work flow for shared uv space in zbrush.
Any help would be great guys!!!
Thanks.
poopipe
13-10-2008, 12:04 PM
basically you can't overlap UVs in zbrush - it gets all grumpy about inverted UVs as well sometimes
delete anything that's overlapping from the mesh before import and you should be alright
BiG ToE-3DT
13-10-2008, 12:04 PM
the answer: you can't. If even the smallest part of your uv is copied/shared, Zbrush will have a fit. What you can try to do is, go back to where ever your modeling in, and delete out the mesh areas that you want to copy uvs for. Then collapse the stack saving the uv info to the mehs. Export, and sculpt. When your done scuplting and make your normal map, then go back into your modeling program, select the areas of the mesh that need copying, and copy them, flip them over and reaatch them to the main mesh, make sure you weld them, and you should be good to go.
Rogue One
13-10-2008, 12:07 PM
Thanks guys!!! I will try doing that even though I am using maya I think I know what to do.
Just wish I Knew all this before hand, but learning is what this is all about! :)
Thanks again!
Rogue One
13-10-2008, 07:56 PM
:wall:
Going mad here, Made sure there are no over laping UVS, and went to make my normal maps and I get more troubles. I looks as if my uv have change in zbrush and this is what am getting on some of my subtools.
Any idea why this is happening??
LOL
In the process of taking the screen grabs I think I found whats wrong!
I zoomed rite in the uv map in maya and I had some uv's overlapping or outside the 0-1 space.
Oh well, lesson learned.........again
Mite as well show u my zbrush why I am here, nothing great but hey.
Out for a walk now.
Laters
:dunno:
Rogue One
13-10-2008, 07:58 PM
Zbrush stuff
arillious alyas
13-10-2008, 08:19 PM
arillious alyas: when voting starts, you will do so in the final entry thread.
thanks BiG man.
poopipe
13-10-2008, 09:07 PM
rogue:
you could resetting the xforms on your base mesh in max, bringing it back in and projecting your sculpt onto it. That apparently solves the issue sometimes.
it might not though.
If it still insists on messing you about, bake the normals out in max - they look better that way anyway :)
Rogue One
13-10-2008, 11:08 PM
Hey Poopipe
Thanks for that I got It sorted now. Just going to start with sculpting with my new Ztls 2mrw. It only took me all day to get clean files that Zbrush is happy with. My first sculpts where just tests really, so not much lost and plenty of experience gained.......
THE HARD WAY!
:)
poopipe
14-10-2008, 12:02 AM
you haven't lost your sculpts - you can transfer your existing sculpts to the new meshes in no more than a few clicks.
google for it or check the zbrush forums - look for projection and words like that
edit: and just cos I want to say it somewhere public . Adobe suck at software - I just lost 2 hours trying to get pressure sensitivity back in cs3 under vista 64. not a happy bunny :(
further edit:
I done some more painting
Joseph Pomeisl
14-10-2008, 01:37 AM
Looking nice. I tried to get that worn paint look myself - it came out horrible so I scrapped it. Hope you got your sensitivity back.
poopipe
14-10-2008, 01:45 AM
ta :) rust next.
I'm counting on this only taking about 20 minutes to rig you know...
I did get my sensitivity back in the end - you have to delete your photoshop settings file and reopen it. thats with an intuos 1 (latest drivers) on vista 64 with CS3 - just in case it happens to anyone else :)
Joseph Pomeisl
14-10-2008, 10:10 PM
Should be do-able, since there's no skin to mess with besides the hands. Good luck.
I'm still using a mouse for everything. A special THREE button mouse. Fancy:)...not really:(.
poopipe
14-10-2008, 10:52 PM
alright - skinning took about 45 minutes. you cant use the mirror function all that effectively on asymmetric meshes.
right.
I'm going to play a computer game for the first time in about 4 months now.
Darchand
14-10-2008, 11:53 PM
Quick question. Does a base or pedestal of some sort to put your character on count into the triangle count?
poopipe
15-10-2008, 12:46 AM
it does not
Darchand
15-10-2008, 04:19 AM
it does not
thank you poopipe it is nice to know :)
p.s.
Finished skinning might actually be able to get this thing in :eek:
Novian
15-10-2008, 12:09 PM
I was under the impression that EVERYTHING had to be included. My chick's pedestal is included in both the poly count and the texture sheet.
It would be nice to have that mentioned in the rules, would give more room in the map for other details too.
Cheers~
BiG ToE-3DT
15-10-2008, 01:48 PM
times running out, just a hand full of hours left, get those entries in.
Calcuttason
15-10-2008, 02:13 PM
what time exactly is it due?
poopipe
15-10-2008, 02:24 PM
oh poo.
i thought last night was the deadline
nevermind :)
I wont make, I only started texturing yesterday so it I have a few more days work :>(
BiG ToE-3DT
15-10-2008, 04:02 PM
11:59 gmt, today/night depending on where you are.
Poop, you still have time to play with it, unless you have plans to start something else.
poopipe
15-10-2008, 04:13 PM
hmm,
I intend to start watching tv and reintroducing myself to the missus. I haven't got time to really fix the bits I want to fix so I won't be satisifed anyway.
I'll just chalk this one up to experience :)
Darchand
15-10-2008, 04:41 PM
hmm,
I intend to start watching tv and reintroducing myself to the missus. I haven't got time to really fix the bits I want to fix so I won't be satisifed anyway.
I'll just chalk this one up to experience :)
Ditto
Well except the whole reintroducing myself to the missus.
Calcuttason
15-10-2008, 04:43 PM
thanks
Orrin Hogan
15-10-2008, 06:43 PM
So yet again, I still didn't have enough time due to my job:( so I guess I'll have to accept that I might not ever finish any of these comps lol anyway here's my non-entry. It still needs spec maps and still a lot of work for the diffuse also. But figured I'd share just so it wasn't an entire waste. Keep in mind it was supposed to be a DOOMesque style zombie. Please C/C
arillious alyas
15-10-2008, 07:22 PM
on my final entry i put 5,884 "polys" instead of "tris" is that gonna make a world of difference. i actually turned poly's into tri's in photoshop, but i guess it didn't save because i had just noticed right after i had posted in the final thread that it still said "polys" when it should be tri :(.
poopipe
15-10-2008, 07:43 PM
I think you're probably alright there dude
BiG ToE-3DT
15-10-2008, 07:56 PM
yea, your fine.
arillious alyas
15-10-2008, 09:30 PM
So yet again, I still didn't have enough time due to my job:( so I guess I'll have to accept that I might not ever finish any of these comps lol anyway here's my non-entry. It still needs spec maps and still a lot of work for the diffuse also. But figured I'd share just so it wasn't an entire waste. Keep in mind it was supposed to be a DOOMesque style zombie. Please C/C
thats a nice piece dude. dont know when 11:59 is but if you missed it... then thats just an excuse to get reall detail and technical oriented and add an awsome pice to your portfolio:dunno:
oh and thanks poopie and BIG for the info :)
arillious alyas
16-10-2008, 01:16 AM
are "we" supposed to deduct the 5 points for the latness or does someone else? becuase i voted but didn't take into account the 5 point deduction..... sorry
BiG ToE-3DT
16-10-2008, 01:21 AM
Ill take care of the 5 points.
Orrin Hogan
16-10-2008, 12:36 PM
"thats a nice piece dude. dont know when 11:59 is but if you missed it... then thats just an excuse to get reall detail and technical oriented and add an awsome pice to your portfolio"
Thanks for the compliment, I told myself that I would sit out the next comp and catch up on all my previous models and get them to look how I want. But now that it's Halloween themed I can't pass this up, halloween is my fav holiday.:evil:
gnome
20-10-2008, 07:04 AM
Hey BiG ToE, how come you don't play by your own rules? where's your polycount? :D
I don't have time to cast my vote right now (gotta go to work), but I'll do it when I get back this evening.
BiG ToE-3DT
20-10-2008, 04:56 PM
your right, the rules say show your poly count, i should be DQed.
poopipe
20-10-2008, 05:57 PM
the way I see it you have 2 options
1 dq yourself and bump me up a place
2 abuse your position as mod and edit your polycount in.
personally I'd go with option 2 but then again I'm thoroughly untrustworthy :)
I'm with Poopipe's second option too... Just edit it in, as long as you allow everyone else that forgot theirs to do the same... as far as I can see that is just you though.
gnome
20-10-2008, 07:32 PM
your right, the rules say show your poly count, i should be DQed.
naah, I don't think that's enough of a reason for a DQ. You'd probably have reminded others if they forgot it, wouldn't you?
could not finish this on time (I think ;>) due to work... It has been interesting, though. Let me know what you think. Thanks
Roel
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