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#46 |
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Registered User
Join Date: Aug 2006
Location: palm coast, Florida U.S.A
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thats a helpfull link, thanks. in that image he is leaning back, but in the end, ill push his feet back and spread them apart and he should look well balanced. i will also put the arms at 45 degres for easier rigging. but for now im just making the major proportions check out. i still gotta make hands, feet, and a jaw before i can sculpt it. and as for building over the free skeleton model, that sounds a little too easy, especially in competition. i think ill build it from images and sculpt it myself.
Last edited by omnicypher; 19-06-2008 at 01:11 PM.. |
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#47 |
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Mentallic Design
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Omni,
You mentioned sculpting, which sculpting program do you use? I have been trying to get Zbrush3 to play nicely with 3DMax 8 but thus far no luck. I would like to use ZBrush to bang out a nice normal map. Any thoughts on where I might find instructions to do so? Cheers~ |
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#48 |
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Registered User
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Location: palm coast, Florida U.S.A
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i use zbrush 3 for sculpting. if you have any specific questions or problems on zbrush 3 or max id be happy to help. i fixed some of the balance issue and started the jaw. 2528 tris so far.
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#49 |
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Mentallic Design
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Omni,
The pelvis is looking much better, and the model overall is comming along nicely. ![]() As for ZBrush, the issue I am having is that once I export the normal map it doesnt seem right to work with my max model. I have a feeling it is not using the unwrap from max. Here is my process: 1.) Model in max, unwrap, export to ZBrush 3.) Detail and generate normal map, export 3.) Import normal map into max and I get only a part of the map, almost like a flat projection rather than the whole unwrap. Tonight when I get back from work I should be able to give you a demonstration of what I mean. Any thoughts would be greatly appriciated. Cheers~ |
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#50 |
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Registered User
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Location: palm coast, Florida U.S.A
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you have to flip the uvs vertically and flip the green channel in max's normal map slot for it to appear correct in the render, then you can select "DX display of material" to view it in the viewport as well.
also make sure in zbrush your projecting a tangent space normal map rather than a world space normal map. if it is correct it will be mostly blue. Last edited by omnicypher; 19-06-2008 at 02:54 PM.. |
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#51 |
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Mentallic Design
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Omni,
Thank you for the advice. I will attempt it when it comes time to detail Zombie Travis and let you know if I have any troubles. Also, I see you are a fellow Floridian. Been here long?Cheers~ |
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#52 |
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Join Date: Nov 2005
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I can't wait to see how you unwrap the skeleton, please post a wip unwrap shot and your texture maps when you get to them!
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#53 |
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ill unwrap it just like i do everything, the pelt mapper. i might speed unwrap it and see how long it takes me, but ill definitly post my uvs. i think ill use one map for the skeleton and flesh, and use the other for the guitar, which will probably be an axe guitar.
id love to see someone make a whole drum set for this comp. |
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#54 |
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Join Date: Apr 2007
Location: UK Birmingham
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I was thinking that, but to be fair, a drum set is going to cane a lot of polys
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#55 |
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Mentallic Design
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My plan is to give Travis a whole set of drums, including foot pedal. Tough I know, but it will be good to push myself, see what I can do.
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#56 |
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Location: UK Birmingham
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Sweet, look at the low poly car challenge. People saved a lot of poly's on their wheels by just using a plain then alpha mapping it. Check it out, its a neat trick.
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#57 |
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Registered User
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im aproaching 3000 tris. i still need hands and feet, and possibly ribs.
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#58 |
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Mentallic Design
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Chung Wong: Thank you thats a good idea. I have an idea for how to do the stands with just 8 tris. What are the rules on individual interescting tris?
Omni: Looking great man! Unwrapping that skull looks like a daunting task. Last edited by Novian; 19-06-2008 at 06:24 PM.. Reason: Correction |
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#59 |
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im trying to decide if i should model all the bones in the hands and feet individually. either way, they will probably not be shown in the end.
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#60 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
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That wouldn't really be a challenge mate... Standard drum with 8 sides (16 tris) and a quad as a top = 18 tris. Bass drum with front and back = 20 tri. Pedal would be around 30-50 tris, less for other kit items... Too easy!
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