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MrSin
03-20-2010, 06:59 PM
Hey guys!
Finally I'm going to update my folio, so I started working on an ingame model for UDK.
The idea was to create an axe with scythe elements, a tool the reaper would love to use ;D.
Sadly this reaper isn't doing his job because of his own free will... he is bound to his axe and doomed to fulfill his duty as a collector of souls.

Started in ZBrush with the high poly, than created the low poly in 3ds max. Textures done in Photoshop.
As you can see the spec map is still missing (put in a rough placeholder).

C&C very welcome!

http://s2.imgimg.de/thumbs/scytheaxe0d160d6cjpg.jpg (http://www.imgimg.de/bild_scytheaxe0d160d6cjpg.jpg.html)

here's the diffuse:

http://www.mrsin.de/data/images/2010_03_20/7529.jpg

cheers

yoyohobo665
03-21-2010, 05:16 AM
the smoothing looks messed up at the edge of the blade. crease the edge instead of relying on the normal map for it. otherwise nice texturing :) it looks like you could mirror some of that stuff though.

MrSin
03-21-2010, 08:28 AM
the smoothing looks messed up at the edge of the blade. crease the edge instead of relying on the normal map for it. otherwise nice texturing :) it looks like you could mirror some of that stuff though.

thank you, sir :)
good idea, will try that this afternoon!
and yeah, there are parts that could be mirrored. but when I put some parts (like the "blade") together, the normal map got totally messed up. any idea?

cheers

Zenderquai
03-21-2010, 03:17 PM
:) - It looks good so far, I think :)

My instinct for the sharp edge of the blade, would be to have a single hard edge. There's a saying in CG, that there's no such thing in reality as a perfectly sharp edge, so make everything rounded.. but here we've got the closest thing to a perfectly sharp edge :)

Granted, this is a technique that I haven't seen many use, but it works for me : Try re-importing the high-res mesh back into your 3D prog, and give it UVs.. texture it up with a photoshopped Bump map, diffuse map - and render those out to the Low-Poly..

I'd also consider using a limited specular.. - it would serve to separate the metal of the blade and spurs, from the wood of the handle.. Plus it would show off your normal map better!


hope this helps!




Nick.

MrSin
03-21-2010, 08:04 PM
:) - It looks good so far, I think :)

My instinct for the sharp edge of the blade, would be to have a single hard edge. There's a saying in CG, that there's no such thing in reality as a perfectly sharp edge, so make everything rounded.. but here we've got the closest thing to a perfectly sharp edge :)

Granted, this is a technique that I haven't seen many use, but it works for me : Try re-importing the high-res mesh back into your 3D prog, and give it UVs.. texture it up with a photoshopped Bump map, diffuse map - and render those out to the Low-Poly..

I'd also consider using a limited specular.. - it would serve to separate the metal of the blade and spurs, from the wood of the handle.. Plus it would show off your normal map better!


hope this helps!




Nick.

Thanks mate! I was thinking of doing the texturing in ZBrush right on the High-Poly but then, somehow, came up with the idea it would make much more sense to do the texturing on the Low-Poly... good to hear my first intention wasn't too bad ;D.
So I guess this means I should start all over again with the texturing.

Have you any idea why my normals get totally messed up when I weld some (identical) UV parts together in the UV Editor? This really bothers me because of the wasted UV space...

thanks and cheers!

Zenderquai
03-21-2010, 09:54 PM
:) - hi there, thanks for replying!

I think your Normals are becoming screwed up, because you're welding the UVs together.
Tangent-space normal maps, use the UV coordinates to Co-calculate the effect that the normal map has under local lighting, so basically, if you force the same area of normal mapping to different faces, that ordinarily respond differently to light, you'll get some weirdness. There are few options but to have unique mapping space for normal maps that cover 2 different sides of the same object.

Normal maps work in conjunction with vertex-normals (hard/soft edges or smoothing groups), and with UVs.. so make sure all UVs have positive U and V values.. i.e, none go into negative UV space.

There are ways around it, but for this - they're unimportant.. :)

as for your texturing, You need not start again - I think if you re-render your normal maps onto the Low-poly version, with a hard edge along the blade, it'll look great with the texture you already have; although I still think you should have a specular map, too.

maybe on another model, Try producing textures for the High-poly in photoshop, rather than painting textures in Z-brush.. you can get photo-real textures, and negate the effect of seams, doing it that way.


I hope that's useful? - post up some progress! :)


Nick.

MrSin
03-21-2010, 10:23 PM
this is very helpful indeed :D thank you!
for now I'm pretty wiped out, but I will definitely post some updates tomorrow.

thanks again :)

MrSin
03-22-2010, 03:16 PM
so, here's the update:
fixed the shading issue, made a spec map and smaller tweaks. Next I need to fix small uglyspots in the diffuse and clean up the normal (chain looks damn ugly).
Hope you like ^^

(click for full size)
http://s2.imgimg.de/uploads/axe01258db693jpg.jpg (http://s2.imgimg.de/uploads/axe05bb65837ajpg.jpg)
http://s2.imgimg.de/uploads/axe0214a92abbjpg.jpg (http://s2.imgimg.de/uploads/axe0214a92abbjpg.jpg)
http://s2.imgimg.de/uploads/axe03156020fcjpg.jpg (http://s2.imgimg.de/uploads/axe03156020fcjpg.jpg)
http://s2.imgimg.de/uploads/axe048beae301jpg.jpg (http://s2.imgimg.de/uploads/axe048beae301jpg.jpg)
http://s2.imgimg.de/uploads/axe05bb65837ajpg.jpg (http://s2.imgimg.de/uploads/axe05bb65837ajpg.jpg)

aaaand a small pan around the model (hopefully you can see the specular better in motion ;) ). please excuse the stuttering, my pc is pretty lame...

http://www.vimeo.com/10349916

cheers

MrSin
03-23-2010, 12:59 AM
ok guys, I wanted to go to bed but I got this character in my head so I had to do a little sketch...
and yes I am serious, and no I'm not drunk.

feel free to laugh, it's just an idea:
why not give this bad ass huge axe to... a cute looking fuzzy... thing? He could get some razorsharp teeth, claws and these creepy white glowing eyes. maybe something like a poncho with an big hoodie for his giant head..
anyways... here's the sketch:

http://s2.imgimg.de/uploads/characterconcepts1996a4a7jpg.jpg

let me know what you think. maybe it's just a little too late for me and I'm starting to get nuts...

cheers

yoyohobo665
03-23-2010, 08:58 AM
that character looks cool :thumbsup: . and great job on fixing the axe, it looks way better now. by the way-- the whole idea behind it is really unique. keep goin :)

MrSin
03-23-2010, 09:58 AM
that character looks cool :thumbsup: . and great job on fixing the axe, it looks way better now. by the way-- the whole idea behind it is really unique. keep goin :)

thanks mate :)! I will, this is starting to be really fun ;D.

Zenderquai
03-23-2010, 11:05 AM
:) - Agreed, the axe looks better - there's still a bit of weirdness right at the lower end of the blade-front, but it looks measurably better..

I love the juxtaposition between the axe and the creature.. :) - Really nice,
However - the notion of giving a cute animal massive claws and sharp teeth preclude the need for it to have a weapon like that axe? -

I dunno.. the idea to bestow a lowly, cute creature with horrifying natural attributes... I kinda feel (and this is just a personal observation.. ) that in our culture and industry as digital artists, it's almost expected now..

we see 'cute' creatures, now, in youtube videos.. and a good portion of your mind is expecting an attack or something..

I'd suggest (if you haven't already, of course!) come up with a complete back-story for your character, and allow that to shape its design...

I quite like the idea that your character has big, cute, openly honest eyes, and his backstory could be that the axe had been given to him, with instructions to protect someone or something... So he carries the axe against his will, to do a specific task...

.. I dunno.. :) -

Looks great tho! :D -

V.cool

MrSin
03-23-2010, 11:18 AM
:) - Agreed, the axe looks better - there's still a bit of weirdness right at the lower end of the blade-front, but it looks measurably better..

I love the juxtaposition between the axe and the creature.. :) - Really nice,
However - the notion of giving a cute animal massive claws and sharp teeth preclude the need for it to have a weapon like that axe? -

I dunno.. the idea to bestow a lowly, cute creature with horrifying natural attributes... I kinda feel (and this is just a personal observation.. ) that in our culture and industry as digital artists, it's almost expected now..

we see 'cute' creatures, now, in youtube videos.. and a good portion of your mind is expecting an attack or something..

I'd suggest (if you haven't already, of course!) come up with a complete back-story for your character, and allow that to shape its design...

I quite like the idea that your character has big, cute, openly honest eyes, and his backstory could be that the axe had been given to him, with instructions to protect someone or something... So he carries the axe against his will, to do a specific task...

.. I dunno.. :) -

Looks great tho! :D -

V.cool

yes, I'm not quite sure yet what exactly this dark spot causes, but I will find out... ;D

mh... all right, there really is truth in your words... we're a messed up sick community xD. I have a rough story but need to define it (the idea for this character just poped in my head last night). Your point of protection sounds good, reasonable.. will try to get this whole thing to something that makes sense :D.

cheers and thanks!

MrSin
03-24-2010, 12:54 AM
Here's a new video with higher resolution, wires, blended wires and turned off diffuse: http://vimeo.com/10392461

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