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Sonk
07-06-2005, 05:45 AM
I could use some C&C, on my current zombie model. His 3,801 triangle. Currently im unwrapping the UVs(almost done). Concept art by Rek0!

http://img276.echo.cx/img276/4978/zombieturn7wx.gif

http://img155.echo.cx/img155/9343/zombie32ob.jpg

http://img155.echo.cx/img155/358/zombie23eh.jpg

http://img294.echo.cx/img294/5488/zombie19zm.jpg

http://img155.echo.cx/img155/2913/zombie41ll.jpg

http://img284.echo.cx/img284/9489/zombie52ck.jpg

Sonk
07-11-2005, 08:01 AM
I finish unwrapping the UVs, could use some comments on it, might there be a problem in some of the areas? :| . Little worried about the seam between the shoulder and arm area...

http://img298.echo.cx/img298/1121/uvchecker4yw.jpg

And yes, this is my first time UV mapping..so i only have basic understand of it.

BakerCo
07-11-2005, 03:44 PM
looks good so far keep it comin.

Lost...

Bazooka Tooth
07-11-2005, 04:03 PM
Assuming your checkerboard texture is equal acorss the map: I think you might want to resize your UV a bit so your checkerboard is a little more equal on the model. Unless of coarse you are looking for the higher detail in the shirt and lips and ears. If anything though it would seem that you would want most of the detail in the head/face.
-I hope that makes since

rob-beddall
07-11-2005, 04:34 PM
hey!

not working on NMRIH by any chance are ya? heh
check out my zombie thread. that was for a test to try and get a place on the team.
Coleman (i think his name is) sent me a pic of your model as an example of a character model done by the team.

the seam shouldn't be that hard to paint out. but you might want to try and get the checkers the same size on the arm as they are on the chest. especially because it is all one continuos surface. a difference in texture resolution is gonna stand out quite a bit i would have thought.

and since you posted your concept on here i guess it's ok for me to post the one i was given to work off.

cheers!!

rob-beddall
07-11-2005, 04:36 PM
sorry, it double posted :)

Mrdes
07-11-2005, 06:32 PM
Looks like a good character. I think if I were you I would get rid of the seam on the shoulders. It's usually easier to just attach the uvs of the arms to the shoulder area along with the rest of the chest and torso on a model like this. Painting over seams can be a kinda tough even with a program like Deep Paint

Sonk
07-12-2005, 12:49 AM
hey!

not working on NMRIH by any chance are ya? heh
check out my zombie thread. that was for a test to try and get a place on the team.
Coleman (i think his name is) sent me a pic of your model as an example of a character model done by the team.

the seam shouldn't be that hard to paint out. but you might want to try and get the checkers the same size on the arm as they are on the chest. especially because it is all one continuos surface. a difference in texture resolution is gonna stand out quite a bit i would have thought.

and since you posted your concept on here i guess it's ok for me to post the one i was given to work off.

cheers!!

;) Why yes i am, Now i know why your zombie model looks so familair!(spelling?)..i think you did a superb job in getting coleman likeness. This zombie here is one of our first zombie, it'll be used to test our AI, i'll be animating him and compiling him. all the animation well be transfer to all the other zombie models, and tweaked. I cant wait to see you texture him, remember go for realistic looking texture..thats what im shooting for also. 1024 by 1024! oh dont post your concept art of your zombie, it hasnt been published yet. I would love to have you on the team though, as far as modeling goes you got my vote, but let me see some textures!

@All, I'll make sure to resize the UV so the checker are the same size..in the arm/shoulder area, before i paint. I guess im gonna texture it now, if the seams between the arm shoudler become a problem, than im'll redo the UV for that part. cross finger..

I fully understand edgeloop modeling, a few days ago..however it didnt get applied to this model, maybe the next one.


Looks like a good character. I think if I were you I would get rid of the seam on the shoulders. It's usually easier to just attach the uvs of the arms to the shoulder area along with the rest of the chest and torso on a model like this. Painting over seams can be a kinda tough even with a program like Deep Paint

I was thinking the same thing, but with my UV layout that might not be possible. i attach it below. Any suggestion would be most welcome. (you can see the chest and the back on the left UV island)

http://img101.echo.cx/img101/1462/seam1af.jpg

http://img301.echo.cx/img301/5452/uvseam8ob.jpg

Lost_in_spajS
07-12-2005, 01:39 AM
Hi sonk looking good ;) seen it on the nmrih forums. I sent u a PM that you could check.


cheers

ArchangelTalon
07-12-2005, 03:01 AM
Solid work. Good to see another modo user for game art ;)

Yes, I agree you should equalise the UVs so the checker is the same res all over.

For the seam, just keep the shading pretty basic and smudge tool is your new friend for shunting any stray bits into place ;)

Or you could cheat and UV his his arms along with the body to half-way down the biceps and have those band tattoos - you know, the thin ones that go around the arm - cover the join :x

Sonk
07-22-2005, 12:02 PM
I think the fact that i didnt resize the ear and hands is coming back to bite me in the ass. Im getting distortion in the normal map, because of that?I'll have to run some experiment later, and see whats causing it. Little update, high res version and a normaled version. High high version is not done, just testing normal mapping in XSI.

@Arch, Modo's been great so far, with game development, can wait to see whats in store for Sig 05, with Luxology.

http://img131.imageshack.us/img131/6492/zombienormalmap4ob.jpg

http://img324.imageshack.us/img324/3079/highlow4uo.jpg

video of it rotating you can see the distortion on the ear, hands, and shoe:

http://www.putfile.com/media.php?n=Capture58

EDIT: normal map, distortion has been fixed, now im gonna keep on sculpting the high res version, im using Zbrush2 for that.

Stefander
07-22-2005, 12:16 PM
Looks very nice, Sonk =)

Kudos for the model. :thumbsup:

Sonk
07-24-2005, 04:40 AM
messing around with the texturing now, Zbrush2/PhotoShop.

http://img319.imageshack.us/img319/2503/jeans8bt.jpg (http://img319.imageshack.us/my.php?image=jeans8bt.jpg)

@Stefander, thanks. Its been a great learning experience. Still getting used to the workflow(Modo>Zbrush2/Photoshop> XSI ) and ran into problem, but addressed most of them. Thisis not final texturing, just testing UV spacing.

Stefander
07-24-2005, 10:03 AM
Very nice! Well, I'm still learning as well, I might even post my own thread here some day, when I have the guts =)

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