View Full Version : Naji - Assassin
PedroToledo 01-07-2006, 01:27 AM Moderators: Sorry for the double posting. I've posted this thread on the finished 3d stills gallery, but I believe most of the low poly artists stay here at the Game Art Design room. If you think I shouldn't post it here, please delete this thread.
http://features.cgsociety.org/gallerycrits/74337/74337_1136541159_medium.jpg
Hi!
I was taking part on a lowpoly contest on Threedy last month, and here is my final entry.
I wish I've had more time to detail all maps but I took a trip for the New Year's Eve and had to finish it a few days before deadline.
Budget was 5000 tris.
Hope you like it!
Beauty Render 01
http://www.pedrotoledo.com.br/portfolio/portfolio/BeautyRender01.jpg
Beauty Render 02
http://www.pedrotoledo.com.br/portfolio/portfolio/BeautyRender02.jpg
Orthos
http://www.pedrotoledo.com.br/portfolio/portfolio/wires.jpg
Diffuse
http://www.pedrotoledo.com.br/portfolio/portfolio/Diffuse.jpg
NormalBump
http://www.pedrotoledo.com.br/portfolio/portfolio/NormalBump.jpg
Specular
http://www.pedrotoledo.com.br/portfolio/portfolio/Specular.jpg
Polycount
http://www.pedrotoledo.com.br/portfolio/portfolio/Polycount.jpg
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BakerCo
01-07-2006, 01:34 AM
thats pretty darn cool man nice job. great detail. keep it up
obelisk
01-07-2006, 07:14 AM
this is awesome work pedro. you've acheived an amazingly detailed character for that polycount. she's even got an animated mouth! Modelling, texturing, rigging and animating all superb. have saved all images to inspiration folder.
did you paint the normal map and use the PS plugin, or was there a higher res model. the painted on vampirella outfit combined with the body builders physique is really hot. and that tattoo! how did you align the arm and shoulder without seams?
can we see a close shot of her face in wireframe? i'm working on a head at the moment, and i could use any help i can get!
cheers,
-O
phantomworkshop
01-07-2006, 07:40 PM
Great job on this model. I really like the detailed texturing. Great job :)
Brownboot
01-07-2006, 08:11 PM
Hands down amazing. I can hardly believe that's only 5000 polys.
CG-Gordon
01-07-2006, 08:50 PM
Great model Pedro, the mesh looks ace and the final renders are beautiful. My only nit-pick would be that the eyes look ever so slightly crossed. Thats a very minor thing tho, excellent piece all round.
GLandolina
01-07-2006, 09:57 PM
i love it, amazing texturing, modelling and posing!
definate 5star.
Wayne Adams
01-07-2006, 10:50 PM
Vote for Pedro!
Awesome stuff.
guillom
01-08-2006, 01:39 AM
i voted for pedro yes !!! :drool:
You really improved your skill pedro ! this one of the best nextgen character i've seen here so far
nothing to crit
i want more character like this :p ....
Mastahful
01-08-2006, 01:42 AM
Great work man!....altho i find it a bit disturbing, great body but a manly looking face...maby its just me...
PedroToledo
01-08-2006, 02:39 AM
Wow! Thanks a lot guys!!!
I'm glad you're enjoying this model!
LostinFace - Thanks!
Obelisk - I used ZBrush for all muscles/body normals. NVidia plugin was used to create the limit between skin and (vampirella:drool: ) outfit. Tatoo was also painted in ZBrush, so it wasn't hard to make it seamless.
About the face close up, I already have this image of a earlier stage of this model, the wireframe is kind of soft though... If you need a better shot let me know and I render a new picture.
http://www.pedrotoledo.com.br/imagemforum/wip07.jpg
Cheers!
phantomworkshop - Thanks!
Brownboot - Thanks, 5000 tris is a lot! With normal maps i can do miracles! :D Thanks!
CG_Gordon - Yeah... they are a bit crossed indeed... Thaks for pointing it.
GLandolina - Thank you!
Wayne Adams - Thanks a lot!
guillom!! - I'm honored! :) I really appreciate your work. I think I told you on that comp we took part that your entry made me work harder. I love that character you did then. Thanks for your feedback.
Mastahful - Thank you! I don't think it's just you, I had other people saying so. I understand, but I wasn't looking for a deeply feminine look. Thank you!
PhilOsirus
01-08-2006, 04:54 AM
Wow, I'm not a fan of the design but the execution is very good. Great job with the normal mapping. The idea of having to model a highpoly character always prevents me from making decent lowpoly characters. I really gotta learn Zbrush, I guess it speeds up the worst aspects of highpoly modeling. How detailed was the model before you brought it into Zbrush?
Thanks for the info, post more often!:)
EDIT: BTW your site's front page is not displaying properly in Firefox, some images are not displayed. If you want to fix it you can try validating your page on the w3 validator page, it helps to fix such problems:) Just make a search on whatever errors it mentions, it's usually easy to fix. http://validator.w3.org/
obelisk
01-08-2006, 11:05 AM
thanks for the wire pedro. very helpful. i clearly need to download that evaluation edition of zbrush.
keep the inspiration coming.
cheers
-O
mindrot
01-08-2006, 12:04 PM
Nice work.
A bit buff for my liking, but quality work none the less.
~M~
zaki79
01-08-2006, 01:03 PM
great job Pedro -5 stars from me :thumbsup:
Since I'm new to all this character creation etc. I would like to ask about a few things :)
- You did Your lowpoly model in one program and then imported it in ZB. When do you do UVW unwrapping ang rigging? Do You use zmapper in order to export Your normal map?
- Does Your final lowpoly model comes from ZB?
Thanks in advance for the reply
InesD
01-08-2006, 06:21 PM
She is one sexy mama
Reyes
01-08-2006, 06:38 PM
Fantastic Work!
I have juat started on zbrush(see Sea monster) and love working with it and max.Your work really shows the little extra's you can add to a model that brings it to life.Your muscle definitions rock!
I would like to follow up zaki's questions with some mine of my own-
1.What size are the bitmaps?
2.How did you create the skin?
3.What was your workflow?did you start with lo poly in max export to zbrush
and subdivide to create your high?
4.How did you create your normal map?
5.Could you explain a bit more what the NVidia plugin does(really enjoy the lighting on your model!)
6.Could we see a closeup of finished face Front view so as to get a look at your edge loops on animated mouth(always gives me trouble).Does she have teeth /inside mouth/tongue?
7.I see some tri's on model how did you avoid the pinching in zbrush?
8.You say tattoo was made in zbrush how did you get it in your bitmap if you made the diffuse in photshop?
alot i know, but when i see work of this standard it inspires me.
Great work!
Por@szek
01-09-2006, 06:05 PM
Quallity job dude, like always. I'm always happy to see your work, they are make smile on my face. Congrats for finishing next ace character.
Stay tune dude.
YerEvilTwin
01-10-2006, 07:15 AM
Jaw is too square, soften it.
Bicep is too big, make it smaller.
Her back is my Favorite, it is one of the best female strong backs I have seen, good job.
Make the horns a tad bit bigger.
I'm prsonally an ass man so i'd like to see a bit more junk in the trunk.
The flying night pose is awful, makes her look slutty and goofy. Please choose a different pose to put her in.
PedroToledo
01-10-2006, 07:02 PM
Thanks a lot for the feedback guys :)
Phil "Osirus" - ZBrush makes a huge difference when it comes to normal map a low poly model. This last plugin they released, ZMapper, is fantastic. I used to prefer max for baking normals, but now with this plugin ZBrush is just perfect!
Here is a shot of the mesh before and after sculpting in ZB.
And thanks for the advice about firefox, I'll try to fix it asap.
http://pedrotoledo.com.br/portfolio/portfolio/wip12.jpg
Obelisk - You're wellcome! :)
Mindrot - Thank you!
Zaki79 - Thanks.
I unwraped uv's on Max, before sending it to ZB. Rig was also done in Max.
Yes, I used ZMapper, it's much MUCH better than the default normal map exporter.
Final lowpoly model is, in fact, the original lowpoly model. From ZBrush you just export the maps.
Hope it helps you!
InesD - haha... Thanks man!
Reyes - Thank you.
1-Bitmaps... I worked on 2048x2048 pixels and rescaled them to 1024x1024.
2-Skin was a mix between max procedurals (baked on texture map) and photoshop retouch.
3-yes.
4-I believe it was already answared... I used ZBrush (with ZMapper) for muscles and NVidia plugin for some small details.
5-NVidia plugin transforms a grayscale highmap (bump, displace) into a normal map.
6-I'm attaching a image of the face wire here in this post. She has a simple alpha mapped plane for teeth, no tong.
7-I didn't. I just did my best counting with the pinching.
8-This detail was made on ZBrush... forgot to mention.
No problem, thanks.
Por@szek - How are you? :) Thanks dude! You are always around!!!
YerEvilTwin - Thanks for your honest oppinion.
That's it, thanks a lot everybody!
zaki79
01-10-2006, 08:01 PM
thanks for the tip Pedro :) :bowdown:
the_zed_axis
01-11-2006, 06:45 AM
good modelling good texturing but not too crazy about the lighting...its taking too much away from the model
LouisBrowne
01-11-2006, 07:56 PM
Inspiring work! It's made me open up 3dsMax.
The normal-mapping works superbly.
Hugh-Jass
01-12-2006, 07:25 AM
whats your rig bone count? I'm wondering how your shoulder blade/upper arms are set up
all the deformation looks great.... are you using any bones per vert influence limits?
impressive work
KolbyJukes
01-12-2006, 08:39 AM
really excellent work Pedro. A huge step up from the last model I saw of yours. I like the female-bodybuilding/masculine look. The bicep/shoulder area has a really nice flow to it. I esp like the jumping pose, I've been playing DOA4 over the last couple days and this model has a real DOA flavor to it. I'd like to see a little more detail in the maps, but it works well as it is is now.
PedroToledo
01-12-2006, 03:42 PM
Zaki - You're welcome! :)
the_zed_axis - Thank you! You're not the only one with crits about the lighting... Some others said the same thing... I'll see others set ups to see if I can do better. Thanks.
Lowis J. Browne - Thank you very much!
hugh-jass - I don't remember exactly... I'll have to check it. Anyway I was in a hurry to pose this character so I used a CS Biped rig instead of doing a personal rig. So it's the Biped set up with 4 extra bones for preventing weird deformations, 2 on the shoulder/pectoralis area, and other 2 for the legs/hips.
Thank you :)
BTW - I saw your portfolio, I really like your Stubbs the Zombie's models dude!
Kolby Jukes! - I'm honored :bowdown: Thanks a lot for your comments here. I'll try to post a texture sheet in a higher resolution later. I didn't know you were at Raven, there are some really nice titles there, must be nice to work in a good team :)
Thanks!
Petter
01-14-2006, 12:36 AM
Great work!
I especially like the muscles on the back and how they meet up with the shoulder. The legs look great as well.
Oh, and by the way, I stopped by your website, that Pigman is awesome..
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