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Old 27-02-2008, 01:09 PM   #31
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polysmooth: thnx, glad you like it so far. as for the cloth sim, yeah, i thought about it, but it felt like the easy way out. i might do it afterall, but for now i want to see how this turns out.

so, update time. i think im done with the high-poly sculpt. maybe some tweaks on the mask, but nothing big.

made a quick render:



hope you all like and as always, england prevails....

wait no, c&c welcome
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Old 27-02-2008, 02:59 PM   #32
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Hey Tank, it looks good, maybe you can now try to give more details
to the cloth? (some more realistic seams) it's just a though tho.

There is a great book about it: http://www.amazon.co.uk/Dynamic-Wrin.../dp/0823015874
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Old 29-02-2008, 10:22 PM   #33
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Hey all. been busy with other stuff, but i managed to do a little work.

Mr. T: thnk for the tip. im definitely going to take a good look at those books.

as for now, i started on the low poly model. im not going to make any more drastic changes and i should be able to modify the low poly model easily enough.

i made his head and part of the cloak-hoody-thing. atm im sitting at 2400 tris.

still have to keep into account i also have a staff to model. ooh well. i might cut into the face and hood a bit
i think i went a little overboard with the head.

anyway, here is a wire for you guys:




night all.
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Old 01-03-2008, 09:11 PM   #34
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hey all. small update. test really. quick and there for ugly normalmap test on the head of my guy.

havent worked with normalmaps a whole lot. this is mainly due to the fact that i loathe unwrapping. i know, bad tank, bad.

so, well, simple normal map, no post in photoshop or anything. the unwrap itself still has creases and stuff, but, yatta, it works



stuff like this keeps me going

later all, time for some anime
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Old 02-03-2008, 12:29 PM   #35
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just couldnt stop... unwrapping isnt perfect yet, so these are all just tests, but its fun to do, so why not?

made normals for the body and the robe-thing.

stull pretty ugly, some major unwrapping problems at the shoulders and the top of the head to name but 2. still, it give me a good idea of what to do next and i just love doing this

kid-at-christmas-feeling





enjoy, i know i do.

and keep up the awesome work i keep on seeing, everyone. we just gotta win this again
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Old 02-03-2008, 03:57 PM   #36
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questions:

1. do you plan on posing this guy in the end? If so, those arms need some candle lit dinners. He has no elbow, so when and if he tries to bend his arm, you will get either a hot dog effect, or no bend at all. If you model the arms at a T pose, it will help with the mesh flow and rigging.

2. why is there soooo much topology in the guys torso? The clock thingy and pants seem to have just the right amount, the torso should match. Right now it looks like those pollies might be getting wasted.

And if you made your normal map in zbrush, make sure you flip "I think its the green channel" on the map, if you don't everything will show as being reversed.
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Old 02-03-2008, 04:16 PM   #37
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hey Big Toe, to answer your questions, i do plan on rigging him and i really should have modelled him in the T-pose. should be fixable, tho. im going to add the badly needed "bendable-topology" as soon as i have modelled his hands and feet. should be easy to put into place.
as for the amount of poly's in the chest area, i hadnt noticed it. ill remove a ton of em, thnx for pointing it out.

btw, when can we expect an update from your end?
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Old 02-03-2008, 04:37 PM   #38
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I'm working on it, kinda got sick this weekend, which is when I planed on hammering out the head.
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Old 02-03-2008, 04:39 PM   #39
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rotten timing man. hope you get well soon.
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Old 03-03-2008, 01:10 AM   #40
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You are so fast, and i love his mask,very original
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Old 03-03-2008, 03:20 AM   #41
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Looking good. I agree with everything that TOE recommended, it's just good stuff to fix up regardless.

I think you're wrinkles are looking good right now, but they could be given a lot more attention. With a model like this, I think that nice, dynamic cloth is going to be big draw so you should really pour a lot of time in doing the folds and wrinkles in your clothing. You've already got a great start, so you have plenty of time. Just grab some photo's online (or even better, just take some pictures of yourself in nice wrinkly clothes), and sculpt exactly what you see.

Looking good so far though.
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Old 18-03-2008, 06:45 AM   #42
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it seems like your folds are made with a really round brush, wich doesnt work well with wrinkles. if your using zbrush, you could use the deco brush in projection master, or just use a sharp alpha, like a pencil point, to get sharper details, then lightly smooth everything. and clothing references really help with wrinkle placement and size depending on the material.
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Old 30-03-2008, 11:33 AM   #43
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hey dudes. been a while since my last update. school has just been crazy. i havent been idle tho. i worked on my sculpt quite a bit. so now i can pose him correctly. the only thing to unwrap is the staff. i already started texturing.

not much yet, just some ambient on the face.

i hope you guys like it tho.



back to texturing now. later all.
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Old 30-03-2008, 02:35 PM   #44
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Glad to see you're still in action.

Not a bad start on the texturing. He looks a little pink though....perhaps that's just part of your design, but if you're going for typical skin tone look you're best bet is to use some photo elements to help piece together a nice looking skin texture.

Keep the work up though. Got the extra days added onto the end of the comp, so that's just extra time to polish everything up.
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Old 30-03-2008, 10:30 PM   #45
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thnx puckducker. you, the pink is part of the design. i wanted him to have kind of burned skin feel. that'll be clearer once i get my glow to work right. giving me headaches :S

atm i've got a pretty good base for my textures, so i should be able to power through them. gotta keep in my i still have a staff to unwrap and texture aswell .

ooh well... time for bed now. later all.
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