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danielkenobi
12-08-2004, 04:26 PM
This is a model for a school proyect at the IPN.
Any critics and comments are wellcome as allways,
it still wip tomorrow I will post the conceptual art that it was given to me.
the webpage of the game is www.aztlanrpg.net (http://www.aztlanrpg.net/)

http://kenobi.pixeldeck.com/cgtalk/aztlan/omecoatl.jpg

http://kenobi.pixeldeck.com/cgtalk/aztlan/left.jpg
http://kenobi.pixeldeck.com/cgtalk/aztlan/top.JPG

http://kenobi.pixeldeck.com/cgtalk/aztlan/perspectiva.JPG

I am still working on the texture, I want crtics about the mesh topology, and if it looks like the concept, and poly use, I mean if the is enought detail whare it should be , it has 1600 faces

Cathal
12-08-2004, 07:53 PM
Use your topology to it's fullest, when I model low poly organic creatures I try and make it so that there are no vertices in a straight line with each other, I find this gives the model a more organic feel to it and less like a block, in yours I see countless, making a straight edge. I know you said you were working on the texture, but it looks really pixilated. What is your texture size and can we see your UV map.

franklyn
12-08-2004, 11:55 PM
well the textures really seem off .....it looks really pixelated like as if u dd it in paint .. u need to work on bringing them to life.
as for the model the neck area is not shaped right according to the concept
also the eyes and teeth need to look scarier lol

danielkenobi
12-09-2004, 01:01 AM
Here is the uvmap, is a 1024x1024
It istill wip
http://kenobi.pixeldeck.com/cgtalk/aztlan/uv_animal .jpg

Chris. F.
12-09-2004, 07:16 PM
U are a good exemple of a guy who can draw but can't use a 3D soft. ( I know the inverse, men who can't draw that well and use soft really good )

I will say that u should remade ur model, better structure of ur mesh and things like that.

danielkenobi
12-09-2004, 08:29 PM
U are a good exemple of a guy who can draw but can't use a 3D soft. ( I know the inverse, men who can't draw that well and use soft really good )

I will say that u should remade ur model, better structure of ur mesh and things like that.
What do you mean with beter structure of the mesh?
By the way I didnt draw the concept :sad:

danielkenobi
12-15-2004, 04:01 PM
An Update, I move a litle the vertices And I try to make the legs more like the concept, And I will correct the topology of the neck soon And I hope to finish the texture before the week end.http://kenobi.pixeldeck.com/cgtalk/aztlan/omeocatl_side.jpg
Any critics are wellcome

danielkenobi
01-05-2005, 12:40 AM
http://kenobi.pixeldeck.com/cgtalk/aztlan/update030105.jpg
I havent finish to paint the texture but here is an update

LeeSalo
01-05-2005, 01:08 AM
dude its pretty good but your scales are going in the wrong direction =(

monkeywrench
01-05-2005, 05:54 AM
ouch................

Mizu
01-05-2005, 09:46 AM
geez, the Unvrap map is totally wring, you should give most of the place to body, dont move the specific vertices when Unvraping, just large pieces of planar maps, and weld them together, as for the texture, takie some examples from the web, type +snake skin texture , and find some scales, blend the layer with scales into another one with color, try not to make the colors so fluorescent, if you have trouble painting, use some reference images, even experienced CG artists often use pre-made texture maps to save time, look at other texture maps, see what makes them look so good, use filters like grain, try not to lose motivation, and keep doing what you like, if you get bored with your previous model, just jump to another with eperience from the previous time, and try to finish the next one with better results, good luck:thumbsup:

georgebrayner
01-06-2005, 03:12 AM
Find references for the legs and the skin, i sugest a real animal like a crocodile, or a alligator, and before make the texture use a cheker map, to see the distortions in the texture.

about the model, make the neck more longer and the tail to! I wait to have helped and goes ahead!

danielkenobi
01-06-2005, 06:07 PM
leesalo:
I dont understand what do you mean whith your scales?
Mizu:
I didnt put so much detail on the the body because I tought that is the part that needed less, do you think that I should do the whole wv in one piece? So all the model will have the same Resolution in the map, does the map can be greater than 1024 x1024?
georgebrayner:
I will correct all I can An re do the map:thumbsup:

danielkenobi
01-06-2005, 08:07 PM
so here is an update I make the cheker map to see the streching and try to correct it
http://kenobi.pixeldeck.com/cgtalk/aztlan/stretch.jpg
And the new uv distribution
http://kenobi.pixeldeck.com/cgtalk/aztlan/UV_new.jpg
DOnt you think that there is too much empty space on the uv?

cparrish
01-07-2005, 12:10 AM
Just a quick thought but I would lay it out more like this and also consider spliting it in some different places.

georgebrayner
01-07-2005, 12:46 AM
forgives if I was not clearly! Anyway you're in the right way, but now you need break the uvw in some pieces, to make a better use of the uwv and reduces the total size.

A good example is the tail, you can disconect it from the body and put in the side, this will dificult a little bit the paint, but this is the normal way to do in small size maps!

One thing very important to me is, the proportion don't give more space for a leg only to use all the space in the map, break the map into more pieces, if you mistake this will loose the texel! You give to much space for the nails and teeth so it will have more definition, more then eyes and the skin!
You can give more space for a face of a character, to give him more detail expression, but i think this is not the case!

For a game model a texture with 512x512 map size is good! The new machines and video cards can use 1024x1024 without problem. One thing i think now is, you real need a Square map? you can use a model with 1024x512 or 512x256... maybe i'm don't right, but i just thinking!:)

For the distorsions in the map i use a free script, very good and useful script!
The link to download it
http://www.microcan.nl/uvHelp/uvHelpV2.zip

(OH! I use 3dsMax to do my models so, i presume you use the same! Some times i presume to much!:P)

danielkenobi
01-07-2005, 06:18 AM
cparrish: tkx that is much better
georgebrayner: tkx I will try to introduce the scripts in my workflow:) .
I am using a square map because the use of a chequer map to avoid stretching makes dificult to me keep proportions betwen the painted map and the uv I mean any kind of map at the end will be seen as a square in 3dmax uv editor so I wouldnt know how to avoid this or keep proportions and avoid undesirable stretching I dont know If i make myself clear.

georgebrayner
01-07-2005, 11:08 AM
In the UVW windows you ever look for a square space, but this don't mean you have to use all the square space. and a non square space don't distort the cheker map, it's a tile, so you only need set the tile size to equals value.

Batsu
01-07-2005, 02:33 PM
Ooook, newbie here, but think i can help with the proportions
Can we see a screen from the front? whats bugging me are the legs, if you see, an aligator legs come from the sides like your model, but aligators legs are smaller and are closer to the body. If you want large legs, i would do them to come out more from the down part of the body and not so stretch out, like he is doing pushups ^^
Besides that, its pretty good to me.

guess thats what was bodering me more, if u change that i guess it would look better, hope i have been of help. :)

Cheers,
Batsu

EDIT: they are right about the scale direction. U can see scales in snakes, are those tinny things that cover up all the snakes body, and are those things u drew on top of the animal in a sort of dark green Us. They need to go from the head to the tail, not the other way.
EDIT2: see here:
http://kaweahoaks.com/html/snake_gopher_scales.jpg
those are a snkes scales that cover the body, now the head of that snake is supposed to be un the top part and the tail on the bottom part of the picture. So thats the direction.

danielkenobi
01-07-2005, 11:51 PM
Here is an update , Il post soon the front vew batsu
http://kenobi.pixeldeck.com/cgtalk/aztlan/newmap.jpg

danielkenobi
03-02-2005, 08:31 PM
So I came back to finish tis proyect, I have some work so I forgot this proyect for a while But here I am.
SO I finaly finish th maping And I am happy with it Right now I am dong the rigids and the next thing I will post will be a video of the animation cicle
http://kenobi.pixeldeck.com/cgtalk/aztlan/omeocatl_final.jpg
http://kenobi.pixeldeck.com/cgtalk/aztlan/omeocatl_final2.jpg

living_the_dream
03-03-2005, 05:11 AM
Wow! You have drastically improved from first render. It looks like you took the advice of everyone and put it to practice. The final image is looking great. I think you have the most improved WIP I've seen in this forum. Good work!

danielkenobi
03-05-2005, 01:33 AM
tks living_the_dream your coment is inspiring :)

-KDX-
03-05-2005, 07:40 PM
I have to agree, this is 10x better than when I first saw this thread. very good progression!

My advice at this point would be to try and get more consistent with your UV mapping. I think the model is very low poly, which makes it VERY hard to do this, but having well spaced out UV layout will help prevent the distortions that you seem to have right now.

Also, and I know this is hard to do...I still stuggle myself -- but try to make the transition between textures more smooth. Like how his yellow belly just abrubtly stops in a line...and how his nails seem to be shooting out of his foot instead of being a part of it. The way to do this would be simply blending the textures together on your map...and adding some sort of in-between texture...like for the claws, add some roughed up, reddish cuticles before going into the green skin..

Hope this helps!! Now I need to stop giving advice and work on my own stuff!!
-KDX-

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