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Street Cop... The low Poly version. #371663
05/24/11 01:55
05/24/11 01:55
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
Expert
lostclimate  Offline OP
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
I decided to make a project thread showing the retopologizing and retexturing of maslone1's streetcop made in sculptris. (btw amazing program).
LATEST UPDATE:










Last edited by lostclimate; 05/24/11 03:05.
Re: Street Cop... The low Poly version. [Re: lostclimate] #371674
05/24/11 07:49
05/24/11 07:49
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Looks very good o.O.


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Street Cop... The low Poly version. [Re: Rackscha] #371766
05/25/11 06:17
05/25/11 06:17
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
To me it looks like oldschool-texturing meets modern normal mapping. The problem is that the darker and differently coloured areas at the skin often look like a skin-disease just because they are not caused by lighting and are visible at all time.

Also the specularity makes it more like wax instead of skin. I would suggest to put an image of a naked person besides it just to compare. You will see that there are not such bright light spots on human skin and that there are not such strange coloured areas around muscles.


Models, Textures and Games from Dexsoft
Re: Street Cop... The low Poly version. [Re: Machinery_Frank] #371771
05/25/11 08:31
05/25/11 08:31
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Great laugh

Yes, for texture color, it looks strange in first picture !
Perhaps you should try to bake Ambient Occlusion, what 3D Coat do on diffuse. For skin give it a little specular.

Another solution use some mix of cartoon and normal map style like in BorderLands or some incoming titles.

Re: Street Cop... The low Poly version. [Re: ratchet] #371776
05/25/11 10:15
05/25/11 10:15
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
i do always have this problem frequently when i model. i feel like the diffuse texture is too "clean" looking, so i put detail in the diffuse that conflicts and fights for attention with the normalmap. as far as the wax goes, thats halfway an issue with the fact that blender doesnt use typical tangent normalmaps right (it maps z differently) and the fact that i havent even started the spec map.

tis a work in process. though it will look better.

Re: Street Cop... The low Poly version. [Re: lostclimate] #374332
06/17/11 18:08
06/17/11 18:08
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
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maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
very nice lostclimate

You also could show the low-poly wire.
Screenshots with a camera-lens setup of 60° would look way better than the ortho-cam. I also continued my work....

Can't wait to see more of your texturing work


A8c, Blender, FlStudio, Unity3d

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