View Full Version : UGAC - CHARACTER 101 - AMBIENT ARTHROPOD - nattnewman
nattnewman 07-30-2005, 10:02 PM Hey everyone,
I haven't done one of these competition thingy's before, so here goes nothing! =)
I've decided to go with a dragonfly...mostly because I think it has a great silhouette that will give it favourable attributes. This will most likely be for an FPS...but could change.
Concept and rough thumbnail shapes so far:
http://zizane.beakshy.com/images2/cgtalk/dragonfly.jpg
http://zizane.beakshy.com/images2/cgtalk/dragonfly_thumbs.jpg
Will probably be going with the thumbnail on the right....
Feedback most appreciated!
Cheers,
Nathan.
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nattnewman
07-31-2005, 12:16 PM
Hey all,
A WIP of my dragonfly (you'll need flash player 6):
Click (http://www.zizane.beakshy.com/images2/cgtalk/dragonfly_revolve.swf).
1376 Tri's. I plan to make a few changes and then move onto the high resolution version.
Comments and critques greatly welcomed.
Cheers,
Nathan.
nattnewman
08-02-2005, 08:33 AM
Hey there,
Some more progress.
High Resolution:
http://www.zizane.beakshy.com/images2/cgtalk/high_res_wip_720.jpg
High resolution spin (quicktime):
Click (http://www.zizane.beakshy.com/images2/cgtalk/wip002_shadedHIGHRES.mov)
The low poly has been uv-ed and has had its projection cage appled and had normal maps generated for it. Then *laughs*....I foolishly realised some of my reference work was wrong and a dragonfly has another set of legs...so they were added! *laughs* I'm an idiot *laughs again*
Currently working on texturing the 'fly.
Just going to post the normals map for now:
http://www.zizane.beakshy.com/images2/cgtalk/dragonfly_normals512.jpg
Cheers,
Nathan.
JamesMK
08-02-2005, 08:46 AM
Haha, looking good anyways - the silly thing is that I've been meaning to post something about the apparent lack of 2 legs, but never got around to it for some reason :D
The normal map should probably include some veining on the wings too :lightbulb
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nattnewman
08-02-2005, 09:15 AM
Hey James,
Thanks for the feedback - good idea on including the veins. I was planning on getting round to including some detail on those bland wings: at the moment they are looking quite fetching with an alpha map on them but they do need more.
I'll post some texture flats later today when they are nearer done.
Cheers,
Nathan.
nattnewman
08-02-2005, 03:30 PM
Hey all,
Another update:
http://www.zizane.beakshy.com/images2/cgtalk/textured_wip05_720.jpg
Flats so far:
http://www.zizane.beakshy.com/images2/cgtalk/Drag_DiffuseMap512.jpg
http://www.zizane.beakshy.com/images2/cgtalk/Drag_NormalsMap512.jpg
http://www.zizane.beakshy.com/images2/cgtalk/Drag_OpacityMap512.jpg
and specular map for the time being:
http://www.zizane.beakshy.com/images2/cgtalk/Drag_SpecularMap512.jpg
All textures generated/painted at 1024 px sq then scaled down to 512 px sq.
Some feedback would be greatly welcomed!
Cheers,
Nathan.
nattnewman
08-02-2005, 03:39 PM
Another, closer shot:
http://www.zizane.beakshy.com/images2/cgtalk/textured_wip06_720.jpg
JamesMK
08-02-2005, 06:30 PM
Looking good so far - would be cool if you could paint some chromatic rainbowish stuff for those eyes :lightbulb
hanzo
08-02-2005, 09:53 PM
I agree with James, your texture needs more color variation this is great, your working well and pretty fast this entry looks nearly done.
nattnewman
08-03-2005, 07:52 PM
Hey there,
Thanks Hanzo and JamesMK. I've come round to playing with my colours a little. An update:
http://www.zizane.beakshy.com/images2/cgtalk/Drag_DiffuseMap512_02.jpg
1024 version (http://www.zizane.beakshy.com/images2/cgtalk/Drag_DiffuseMap1024_02.jpg)
I hate to post such a minimal update...but had to be done. Hehe.
:beer:
Nathan.
mujambee
08-04-2005, 06:31 AM
Could you post a render from a different angle? Something in the middle of a side and a top view.
There is something at the top of its head and body that I can't see from this angle, but it looks to me that there is some border-effect in your normal map in that area. Damn my english, I don't know how to say it better..... Ok, take your normal map and have a look at the part of it that corresponds to the top of the head and body. Can you see that faint white line that surrounds it? I think it is making your normals on that area to go away from the seam, instead of vertical from the body, and it is enhancing that border. I can see that line on the tail also, but your render does not show that area.
Not sure if anyone has understood anything. :(
Besides that, I would like to say this is my favourite entry for this challenge. Good work.
nattnewman
08-04-2005, 09:51 AM
Hey there mujambee,
Thanks for the comments: and don't worry - I understood you.
The seamage on my model has been something I've been working on since I first set out UV's for this little character. I've done some more tweaking, and hopefully it's looking a little better now:
http://www.zizane.beakshy.com/images2/cgtalk/textured_threequartQ.jpg
http://www.zizane.beakshy.com/images2/cgtalk/textured_top.jpg
Thanks again for the support, and I'm glad you like :thumbsup:
Cheers,
Nathan.
mujambee
08-04-2005, 01:30 PM
I can still see it in the top view, it looks like an old plastic toy in wich you can see the moulding lines.
I've just realised that you generated your normal maps at 1024 and then rescaled. Wich version are you using for the shots? The white line looks like a rescaling artifact.
nattnewman
08-05-2005, 09:32 PM
Hey there,
Haven't forgotten about this thread - things getting a little busy around here. I will post some updates over the weekend.
mujambee: I'm working on taking out the seams. The shots you see are with the 1024's. but the 512's hold their own too.
Cheers,
Nathan.
nattnewman
08-08-2005, 12:33 PM
Hey everyone,
An update (hopefully those seams are looking better now):
http://www.zizane.beakshy.com/images2/cgtalk/dragonfly_4on1.jpg
Comments more than welcome!
Cheers,
Nathan.
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