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Kobald #377101
07/10/11 06:03
07/10/11 06:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Bay City, MI






This is the current state. its actually a test, at a very poor resolution. after I retopologized it, i couldnt resist so i just auto uv'd it, and immediately baked it. Not a bad turnout for what i'd say is some really bad uv texture map usage

First two are from a7 shader viewer (the first is just a collage i put together of a few angles using sculptris's background for good contrast.

The third and forth are torque.

comments, complaints, questions, so far?

source sculpt





Last edited by lostclimate; 07/10/11 06:16.
Re: Kobald [Re: lostclimate] #377106
07/10/11 07:57
07/10/11 07:57
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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I really like it laugh !
And the baking give it real volume details like real normal map !

Two personnal tastes :
-It's really good and optimised, if you want to add polygons,
i would suggest you to do it on legs and boots caus it's the only parts where it looks low poly !
- For the eyes add some spherewith some little red flashing color in it laugh !
- make the teeth on mouth more threatening , more shining , more white power ?
- Some 2 or 3 red blood specular (or red flashy) splats (not a lot only some to really insist on details) on the two top head white things ?

Or keep that version for some LOD 2 ?
You could after animating make 3 LOD if you have time and patience : like 1 high resolution like i said with more polys on boots and legs, LOD 2 like actually (perhaps removing polys on head) , and a very simplified LOD3 for far distance.

Anyway great work (specially if you are more programmer than 3D modeler) !

Re: Kobald [Re: ratchet] #377110
07/10/11 08:46
07/10/11 08:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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I dont know how much im going to do with lods since this is for a torque project, and im not sure if i want to spend the time making lods for the sale version or not. I already planned most of the other stuff, but i was still on the fence about the legs before you commented, i will probably add a couple more loops probably.

here it is baked at full resolution on a properly UV'd model:



also some different shades of application of the amb_occ map.

Re: Kobald [Re: lostclimate] #377115
07/10/11 10:35
07/10/11 10:35
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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reminds me of painkiller laugh

not bad, but too symmetrical - i'd add some different details on both sides if it's possible with current UV mapping.

Re: Kobald [Re: Shadow969] #377501
07/13/11 18:50
07/13/11 18:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Symmetrical is really good for texture space saving, but
perhaps non symmetrical on body or head ?
By now it's really good like that laugh
(juts needs more polys on legs and shoes, and some more texture work) !

Re: Kobald [Re: ratchet] #377531
07/14/11 00:25
07/14/11 00:25
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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nah i cant use the symetrical uv mapping anyways, it would screw up the normal mapping on half of the object (invert the z value), I will be adding some non symmetrical details, and texturing, just got some other work to finish up first.. and of course eyes... i really should finish his eyes.... lol

Re: Kobald [Re: lostclimate] #377539
07/14/11 02:28
07/14/11 02:28
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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very nice!


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Re: Kobald [Re: DLively] #377571
07/14/11 13:18
07/14/11 13:18
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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There is too of it much that drains in the dark.

Things like the fingers of the hand are seldom identical, the height of their starting place and their size differs, while the middle is stronger than that of the sides except the thumb, the fingers of the outer side are the smallest.
In the case of this model I would at least make the outer finger way smaller.


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