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JStruck
07-08-2008, 07:36 PM
Walkure (Valkyior) work in progress.

I am working on the diffuse texture and still fixing errors in the normal map. The diffuse, specular and normal maps are all 2048 x 2048 in size. This image shows only the normal map.

Latest Update: Jan 28/09
Viewport rendering.
http://i325.photobucket.com/albums/k365/3DCGArtist/Wakure_Viewport.jpg

http://i325.photobucket.com/albums/k365/3DCGArtist/Walkure_Sheet.jpg

Buzzy
07-08-2008, 08:05 PM
lookin sharp so far.

I know we're supposed to be looking at the model, but I can't help but notice the ugly deformation in her hip.

kromano
07-08-2008, 08:19 PM
That is a funky bend, I really really hate rigging that area. That model's looking sharp for sure though. Is that a cloth hanging out from under the helmet or just unfinished/untextured hair?

Also, the deformation can be corrected with just some weighting adjustments to the skin I'm sure. I don't know how you animators can do that stuff so accurately, some of those areas deform in such a strange way it drives me up the wall figuring it out.

iLegacy
07-09-2008, 11:21 AM
i like it! very sexy, not to long legs, nice face...sexy dessous ;)

JStruck
07-09-2008, 04:25 PM
Buzzy, Thanks! You are right about the hip deformation. My rig is not the best but I think I can fix it.

Kromano, Thanks for the comments! Thats her hair not cloth. I didn't sculpt and fine details on it so it looks kind of flat. I thought I would just let the diffuse and specular do the work.

iLegacy Thanks!

Do you guys think I should sculpt the details on her hair and bake it to the normal map or just use a diffuse and specular to make it shine. Her hair is supposed to be fairly straight.

iLegacy
07-09-2008, 05:05 PM
@Hair

I would try to do it in "real" 3D to show all what you are able to do :) Personaly i couldn't because of my hardware at home...maybe you can? ;)

JStruck
07-10-2008, 06:04 PM
Here is an update. I started working on the texture and fixed the hip deformation.

http://i325.photobucket.com/albums/k365/3DCGArtist/Walkure_Sheet_Small_2.jpg

iLegacy
07-10-2008, 06:30 PM
Hm i like her a lot, except the face. The ala of the nose are to big i think and the part nose/eyes looks a bot strange i think...

In your first post the reddih picture, i think there is the nose more round...i like that more :) go on!

Buzzy
07-10-2008, 06:50 PM
I like where this is going. The base textures are looking nice.

Personally, I disagree about the face. While you could do some changes to maybe make her a bit more attractive (and attractive is a very subjective term), I think she looks believable, and the fact that she doesn't have a generic hot-chick face gives her alot more character and individuality.

The hair is looking very nice, but it could benefit from having a normal map. You don't need to actually sculpt the hair in zBrush, just use the nVidia filter in Photoshop. And you definately should NOT use "real" 3d hair as someone suggested... this is the game art forum, so use game art methods. What you have is great.

My only real gripe is with her arms....they appear to be almost freakishly skinny. I think they could definately use some more mass.

blacker
07-10-2008, 06:51 PM
I agree, the nose looks just a bit off. Beautiful work though! Do you plan on changing the colors of her bikini(?)? I think it might be nice to have a reddish/brown fabric similar to the straps on her shin guards and keep the rings as is. You might even mute (desaturate) the rest of the leather just a bit. Or vice-versa on the coloring scheme. Looks awesome though!

JStruck
07-10-2008, 07:13 PM
Thanks for the crits and comments.

I'm going to try and fix some issues with her face that I know are there and hopefully that will help. One problem is I don't think I used enough polys for her face in the low poly mesh. I also didn't make her eyes seperate spheres. If I can't get it looking better I may have to re-work it and bake the normal again.

Good point about her arms they are very thin. I will give them some more mass.

I started out with a darker color for her bikini and it wasn't bad so I may go that direction.

JStruck
01-28-2009, 06:59 PM
I decided to rework this character a bit. I fixed the mesh then reworked the UVs and baked all of the normal and ambient occlusion maps again. I also created a new texure. This is a viewport realtime rendering in Max.

http://i325.photobucket.com/albums/k365/3DCGArtist/Wakure_Viewport.jpg

PyrZern
02-01-2009, 08:21 AM
Nice update. Looking great.

Quick question.
The rings at the panties, and at the bra, and the bra itself, is that Bump map?

doses
02-01-2009, 11:40 AM
I like very much, fantastic work, you is great artist.
stars for you.

zortech
02-01-2009, 01:15 PM
Wow this is nice. That would simplify the character customization alot, I digg it. :thumbsup:

I don't know what viewport shader you're using, but the rendered version looks ways better. To little ambient light and to high gloss values I'd say. Also the materials should differ a bit more when it comes to specularity and glossiness.

Personally I prefer the previous, metallic helmet that doesn't look so much like a crown.

Keep it up, great character you've got there!

JStruck
02-02-2009, 03:43 PM
Pyrzern Yes, all of the small details are baked to the normal map from the high detail mesh.

Doses Thanks!

Zortech The viewport view is just the 3DMax viewport with an omni light or two. I wanted to keep it as close to what it might look like in a game engine as possible. The rendered version uses radiosity. I agree with you about the helemt. I may get rid of the brass part and go with a single metal. Thanks, for the comments and compliments!

Surewill
02-09-2009, 08:27 PM
Very promising.