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Marcinek
09-14-2006, 06:12 PM
http://features.cgsociety.org/gallerycrits/224578/224578_1158257557_medium.jpg (http://features.cgsociety.org/gallerycrits/224578/224578_1158257557_large.jpg)

Title: 3D Game Character
Name: Marcin Solarz
Country: Poland
Software: 3ds max, Photoshop, ZBrush

This is a game character Azazel... Base mesh made in 3dsmax8, some tweaking in zbrush. All elements have 3 maps (diffuse, specular, normal/bump). Most color textures painted in photoshop, some in zbrush. UVWraping generated by Unfold3d. To create normal maps i used mix technique, first - generate in zbrush; second - use nvidia`s photoshop plugin. Next I rig the character using max biped. Now it`s ready to animate ;)

And here is some details, normal bumps, wire ect...
http://img209.imageshack.us/img209/8908/marcinsolarzazazel02uw9.jpg (http://imageshack.us)

plakkert
09-14-2006, 08:39 PM
Could you make a larger render, to show the detail more?

Marcinek
09-15-2006, 09:21 AM
ok, here is large version
http://img85.imageshack.us/img85/8972/hiresbl9.th.jpg (http://img85.imageshack.us/my.php?image=hiresbl9.jpg)

plakkert
09-15-2006, 09:36 AM
I really like it. Modelling is very good as is most of the texturing. The only crit I really have is that the face lacks detail. The axe and sword are really cool :thumbsup:

spikomatix
09-18-2006, 01:13 PM
hey nice modell nice texture good job,

can you tell me about the UV unwrapper?

how does it work i mean i was on their website.

do you have to export the mesh into this software or is it a plugin for max??

second question..how did you do the symbols on the sword handle?is this zbrushed or mapping?

Marcinek
09-18-2006, 03:09 PM
Thanks...
I export *.obj, detached into elements, mesh to Unfold3d. It works like combination a peltmap and a relax in 3ds max. This is seperate software in my opinion much better than petlmaping.
Symbols on sword I made in photoshop using normal map plugin

spikomatix
09-18-2006, 03:21 PM
Hi marc,

ok so far i know does the Photoshop Plugin (from nvidia) create Normal maps from height maps.

but where do you use the normal map?in bump slot?which fileformat is it?

i guess those normal maps do have more power then normal bump maps?

i can see it on this site:

http://www.oblivioninfo.de/tutorial-eigenes-schwert-objekte-3ds-max-erstellen-modellieren

thanks for your advice on this

greetings

Marcinek
09-18-2006, 04:26 PM
Hi,
If You have already created normalmaps than put it in bump slot using Normal Bump. I prefer *.dds or *.tga. Normal maps describe xyz position on rgb. This link that you send is a good example

spikomatix
09-19-2006, 09:57 AM
hey this is a cool thing,

ok i tried it it seems to work but the normal maps doesnt seem to have more power then usual bump maps on the first glance..

maybe this is more usefull for lowpoly characters..

did you do so?i mean projected the high poly details to normal maps?

can you post some normla maps you did?

Marcinek
09-21-2006, 08:05 PM
Yes, i projected normal map generated from mid-res in zbrush and mix with some noise from photoshop

Here is normal map, color and model from zbrush...
http://img393.imageshack.us/img393/2589/normalco2.jpg (http://imageshack.us/)

pd
09-25-2006, 05:53 PM
Nice work Marcin! This guy is really scary. Do you plan to animate him? What game is it intended for, or is it just made for fun?

Marcinek
09-25-2006, 06:48 PM
Thanks pd!
I made this character just for fun... it was a two sleepless night ;)

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