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teyekanik
07-20-2005, 06:08 AM
Ill be posting my work in progress for a marine project Im working on for a friend. He is making a counter strike source mod.

I need help! any crits are welcome, I also need some tips from you guys on how to make a good visor/glass texture.. Something like the mechassault character would be great, howd he do that?!

Thanks

Heres the head So far..
concept:
http://www.inkmafia.com/coppermine/albums/userpics/helmet.jpg
Wire (Poly is now at 800 tris, not the 1100 on these shots)
http://www.inkmafia.com/coppermine/albums/userpics/ThatHead002.jpg

heres the texture wip (color, spec) I need to learn normal mapping with Zbrush.. I have the meats DVD, so it shouldnt take too long

http://www.inkmafia.com/coppermine/albums/userpics/ThatHead009.jpg

http://www.inkmafia.com/coppermine/albums/userpics/ThatHead010.jpg

Thanks in advance!

Teratron
07-20-2005, 06:32 AM
Hey, Nice! Seemes like you could use the UVW a little more efficently, but a awsome texture job none the less. Model looks good too!

teyekanik
07-20-2005, 06:41 AM
thanks for the comment, how do you mean, "more efficient" you mean closer together? thanx

RO
07-20-2005, 07:07 AM
I liked the concept helmet alot more. For the face it self the jaw feels a bit thin. Looks good though :)

Matt
07-20-2005, 09:49 AM
thanks for the comment, how do you mean, "more efficient" you mean closer together? thanx

You need to weld close areas together in the UVW as well. It'll help for a multitude of reasons. You want to make the UVW look something like this: Imagine taking his head geometry and cutting it in the back up and down the middle... Then pull it off like a mask. Get it?

jOBe
07-20-2005, 10:25 AM
You need to weld close areas together in the UVW as well. It'll help for a multitude of reasons. You want to make the UVW look something like this: Imagine taking his head geometry and cutting it in the back up and down the middle... Then pull it off like a mask. Get it?

I dont really get why he should try to avoid seams on this head. To make best use of your UV Space you want as many seperate UV Shells as possible rather than 1 or 2 huge Shells that you'll never fit perfectly into the UV Space.
Especially on this head, with the mask and the helmet going on seams are very very easy to hide.

Anyway, I agree with others, you should definately make more use of the UV Space by rotating/scaling and rearranging your Shells - much too much white space on your texture for now.
I also agree that your concept helmet looked a LOT better than the model/texture, i'd think about reworking that. Right now your head consists of a very good facial part (eye region), the rest is pretty much a black/grey mass. Try to get better contrast / colors in there.

ArchangelTalon
07-20-2005, 03:16 PM
Be careful with Source, too (and I assume most modern engines).

When the mipmaps start to get generated as your model gets further away, that white will start to bleed in around the UV seams. Best to make the background a generic shade that's similar to your model's most common colour (i.e. black for this one).

teyekanik
07-20-2005, 07:41 PM
ah, thanks alot for the schooling guys! I will make the adjustments. Gimme more if you see it. And, My thoughts for the UV map was that each material could have its own section in the map. I'll try and push it more into the open space, I see what your saying now, I didnt use every bit of pixel I could have. Thanks!:wise:

teyekanik
07-22-2005, 04:18 AM
hope this is well recieved, still some tweaks to do.. should I try normal mapping, or can I get away with a bw bump map?

http://www.inkmafia.com/coppermine/albums/userpics/ThatHead002%7E0.jpg
http://www.inkmafia.com/coppermine/albums/userpics/ThatHead001%7E0.jpg

robin
07-22-2005, 04:29 AM
Well done, im amazed by the drawn concept. Pretty good i hope its only a beginning.

Por@szek
07-22-2005, 08:36 AM
I love the concept, and texture are also cool. I think the helmet could have more details like scratches, and especially spec map. You are planning normal map for him?? if not then make only bump, he will be looking alot better.

Headless
07-22-2005, 09:19 AM
It's all looking nice. Good job on the textures.

Another point about UVW optimisation: alot of the different parts of your texture are symmetrical and in those cases you can save texture space by only painting one half of the texture and flipping the other half of the UVW's so that the two halves cover the same texture space.

teyekanik
07-22-2005, 10:22 AM
right, I have seen that done before, but someone told me you cant have overlapping uvs if you want to do a normal map, is that true?

katzeimsack
07-22-2005, 10:28 AM
your lowpoly model is not allowed to have overlapping meshes when it comes to the normalmap generation. After generating the normalmap everything depends on your engine...

Headless
07-22-2005, 06:13 PM
I'm not sure about XSI but with Max you should just be able to do the normal mapping stuff in one mapping channel and the textures in another. Soft should have some sort of equivalent for that (just maybe not supported by Source).

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