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#136 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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Just started painting the sculp seriously:
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#137 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
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I'll be out for some days so here my last progress for a while:
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#138 | |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
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Quote:
Washka - I've been thinking a lot about complements. It's a natural spirit, I don't think that any human crafted thing would work. Things like leather clothing and such doesn't match much the character. I'm thinking on some elemental effects. For instance, I've been doing some tests with planes for the fair hair. I culd would add some wind and water maybe. That would fit the model. It's quite simple but I think it's a concept trouble. I decided to go all natural and organic wth this concept and that's it. I also discarded piercings... What should add some interest to it is skin texturing. I'll try to add tattoos and such.... remember the runes? :P Any idea?? That's it for now, more texturing tomorrow! Last edited by wil_himura; 02-05-2011 at 08:41 PM.. |
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#139 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
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I finally have some real time renders:
![]() ![]() Skin is weird I know, I need to smooth the high poly mesh to get cleaner normal maps and I noticed that hand polypainted textures are not that good. If you apply real textures to the sculpt the result is incredible like you can see on the rocks part, but the hand painted skin just sucks. I'll focus on the skin texture and poly hair for this week. I'm somewhere between 5k and 6k tris. I found issues with ZBrush normal maps so I generated them with xNormals. I've got several questions at this point: - I couldn't create them with my low poly mesh, the normals where screwed and I used a subdivided mesh that worked fine. Any idea? I think it has something to do with the 'cage' the software uses to raytrace the normal vectors. Any suggestion? - Main learnt lesson: A good topology and base mesh is worth the time it takes to make it. Light won't work properly on bad mesh flows. I've got a lot of examples of a bad base mesh in my result ![]() I've got time enough, I'll do the poly hair and with the tris left I'll try to fix those topology troubles. Almost 100% of my details aren't present in the base mesh. I'm impressed of how "good" the result is for the fur and rocks. The skin is is dissapointing ![]() - I found out that the triangulation of the faces has a huge impact on the way normals are displayed in real time engines. I could easily fix some issues manually the triangulation of some faces (not all of them, there are things that need some vertex tewaking and a new topology). Does anyone know where can I find more info on triangulation, normals and final results? I fear this is a consequence of a low quality base mesh, I wouldn't need to fix the faces triangulation if the poly flow was good. Am I right? - The whole idea needs some more integration between the different parts. I'll try to integrate the rocks better with skin and fur. - The way I faced the fur creation was a good idea at concepting but I think I'd achieve a better result with a more realistic approach. This is the very first time I bake normal maps, texture a model, and there are a lot more of "first times" I could mention here, so at the end I'm quite happy that I got to this point. That leaves room for huge improvements in my workflow . On the other hand, I'm not happy with the result itself, I expect more from my design and capabilities. Let's see if I can get decent renders as the dead line gets closer. |
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#140 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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Some posing
![]() ![]() I'm going to start with the fire hair today. Let's see how it goes!! I hope you like it! Thanks a lot. |
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#141 |
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The Common Karl
Join Date: Mar 2011
Posts: 92
Thanks: 0
Thanked 6 Times in 6 Posts
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killer looking pose!
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| GreatPockets! Thank you: | wil_himura (07-05-2011) |
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#142 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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Thanks Pockets, I'm glad you like ti ^^
Real time render.... I finally managed to set the normals correctly. Now I'm happy with the result ^^ texturing time... I'm not worried about the hair anymore... I like it like it is. It's ok if I don't achieve a hair that looks this good, I can make her bald hehehe 6108 tris... the rest was supposed to be used by the poly hair... would be great to have it done. ![]() ![]() Last edited by wil_himura; 07-05-2011 at 08:00 PM.. |
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#143 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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I'm retexturing the model... to many wrong steps that need to be re-done alraedy!! hehehe
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#144 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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Update:
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#145 |
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Da blue bus is calling us
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I like the pose. I think you could probably give a bit more of a dynamic bend in the torso, as well as give her head a little more focus/direction. It's a great overall setup though, good luck on finishing up!
__________________
The only way to define the limitations of our existence is to go beyond them. CURRENT WIP: DW5-3D-Götterdämmerung -Puckducker LATEST COMPLETED PROJECT: DWIV - 3D - Puckducker - Dark Matter |
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| GreatPuckducker! Thank you: | wil_himura (12-05-2011) |
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#146 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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More updates:
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#147 |
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Registered User
Join Date: Mar 2011
Posts: 20
Thanks: 0
Thanked 1 Time in 1 Post
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nice render)
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| GreatBulygin! Thank you: | wil_himura (12-05-2011) |
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#148 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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Some more zBrush renders:
![]() ![]() ![]() Last edited by wil_himura; 12-05-2011 at 02:33 AM.. |
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#149 |
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Registered User
Join Date: Dec 2002
Location: Bangladesh
Posts: 212
Thanks: 1
Thanked 2 Times in 2 Posts
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Don't forget to give her dark eye lashes. And you can also get more ideas on face texturing from youtube makeup videos. Might be useful. Keep up the good work
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| GreatTMNI VISION! Thank you: | wil_himura (12-05-2011) |
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#150 |
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Noobie
Join Date: Jun 2008
Location: Valencia (Spain)
Posts: 327
Thanks: 21
Thanked 18 Times in 18 Posts
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TMNI VISION Thanks a lot mate, only thing I give up with texturing is the animal body, the rest needs some experimentation. For the skin, I'm planning to do lot more, here is a ref for the mood I want for the "war painting":
![]() ![]() For the rock part I think I'l get rid off the lichens and all. maybe some plants or vegetation instead, some runes... Thanks for the suggestion, I can see there are hundreds of make up videos on youtube :P I'll get some cool ideas from there for sure! Last edited by wil_himura; 13-05-2011 at 09:58 AM.. |
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