CGTalk > Sponsored Challenges and Awards > Past Challenges (Archives) > Armed and Dangerous :: MudBox Challenge
Login register
Thread Closed share thread « Previous Thread | Next Thread »
 
Thread Tools Search this Thread Display Modes
Old 03-09-2012, 01:20 AM   #16
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Last update




I need to hurry up!
 
Old 03-09-2012, 10:17 AM   #17
VinceTech
Polygon Eater
portfolio
vincent techer
Framestore
United Kingdom
 
Join Date: Jun 2005
Posts: 76
Hey, cool update !
I'm not really convinced by what's happening with the lower part of the pectorals ... The fact that's a really flat surface, maybe you could give a bit more roudness to the ribcage in the middle.
For the uv island, if you use Mudbox, there's no risks to get uv seams, so cut as many peaces as you need to get clean unstretched uvs
Normaly back/front should be enough.
Keep it up !
 
Old 03-09-2012, 10:38 AM   #18
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Hey VinceTech, thank you for your feedback! I'm using Max, uvlayout and ... Mudbox, of course :P

When I click on the "send to Max" option from Mudbox and export both the model and the maps generated I see artifacts on the uv seams, but that's probably because I've got some weird displacement in the middle of them and I'll try to find a better area to put the seams on.

About the abs, I felt the need to try Mudbox out to since it's the first time I work with it, so as soon as I had a clean topology for the upper body I started playing with it. For the same purpose I did a quick uv map and started sending the mesh back and forth between mudbox and max.
After that, I saw a nice start to do well in the challenge, although I might be a bit slower with it rather than with zbrush. I'm just starting with 3D and I've got a full time job for Banks and Insurance companies so can't spend hours and hours of my free time to show here something that lacks the quality level expected. I took part in the dominance war with my 3rd model ever and it was kinda dissapointing for the time invested.

So, I hope you guys skiped all my personal background and didn't fall asleep, coming back to the point, I shall use the flat base mesh for this renders but since I got some nice texture on the already sculpted surface I like to see the model that way hehe.

Thank you very much for the feedback, I really appreciate it.

Regards, Guille.
 
Old 03-09-2012, 10:52 AM   #19
VinceTech
Polygon Eater
portfolio
vincent techer
Framestore
United Kingdom
 
Join Date: Jun 2005
Posts: 76
One advice for DSP baking, first, don't tick on the smooth uv's. There's a bug in the algorythm and create some nastyness. 2nd, the problem with mudbox, is the bake is from lvl0 mesh, so the uv's are not smoothed, but in max, you probably apply a meshsmooth to the model, and therefore smooth the uvs. There's one easy solution for that, in Max, use the meshsmooth at lvl2 on your basemesh, export it as a baking model and bring it in Mudbox. Now you need to bake from the sculpted mesh to the div2x model, and you should have no uv seams. It's a bit tedious, but is still the cleanest way. Or you can ask the mesh smooth to not smooth uvs using the old style mapping tick box.

http://www.neilblevins.com/cg_tools...turbosmooth.htm

Hope it helps
 
Old 03-09-2012, 11:46 AM   #20
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
After reading the issue description and your workaround a lot of things are making sense to me

Thanks for lighting the path mate, this would have probably make me waste a few hours of investigations, you saved the day!
 
Old 03-16-2012, 12:05 AM   #21
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Final base mesh, time is running up and... sculp, paint, render, lights.... woa... let's go

I'd love to see some C&C as always!! Thanks in advance.

 
Old 03-21-2012, 01:32 AM   #22
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
WIP of the Atlantis' assets:



I tried out doing the pattern with curves but it was quite hard to control the stroke without 1 or 2 subdiv levels more....

So I made it using steady stroke and I'm evaluating redoing that part.

 
Old 03-21-2012, 08:22 AM   #23
oglu
Christoph Schädl
 
oglu's Avatar
portfolio
Christoph Schädl
Austria
 
Join Date: Mar 2003
Posts: 3,098
great progress... i like that...
__________________
...
 
Old 03-21-2012, 05:06 PM   #24
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Hey! Thanks Oglu, glad you like it!

I wish I can do a paint job half as good as yours

I'm gonna redo this part using a higher subd level, generate the maps and use second subd level to show it with the main figure so it doesn't consume all my resources. It will look way better.
 
Old 03-26-2012, 11:17 AM   #25
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Ahh I gave up with some of the patterns used on my model since I can't get it to render properly.... I'm running out of time so let's finish (something I doubt that is likely to happen) and then refinement.

Here my last update. Hopefully, the hard surface stuff won't carry a lot of sculpting time and I'll start texturing in 2-3 days.



I found stencils to be a really usefull tool for many different things:



That's all for now, thanks in advance for any C&C!
 
Old 03-26-2012, 11:49 AM   #26
VinceTech
Polygon Eater
portfolio
vincent techer
Framestore
United Kingdom
 
Join Date: Jun 2005
Posts: 76
Its shaping up really nicely
Keep it up !
 
Old 03-27-2012, 12:07 AM   #27
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
I think I finally found a rendering workflow. I'll try to remove some artifacts and I feel more confident now. I think I can do it ^^

 
Old 03-27-2012, 09:06 AM   #28
fantasymaster
PRO
 
fantasymaster's Avatar
portfolio
Alexej Peters
Lead Artist
RABCAT
Vienna, Austria
 
Join Date: Dec 2007
Posts: 101
Nice! I like the belt very much. The cloth parts looks a bit torbulent, but cool. Waiting for more.
__________________
ARTSTATION
 
Old 03-27-2012, 09:40 AM   #29
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
Thanks fantasymaster, I wasn't sure of being able to deal with too much detail at the begining, now I regret because I've learned a lot, and I could have done more. But that's part of the fun, learning ^^

detailed view of the big belt:



I'll refine the cloths part, mainly on the borders. There's also an scratches and fine detail pass pending there. I had no luck at all rendering normal maps for this before, now that I fixed the rendering part, the game changed and I have more liberty on sculpting.

I'm quite impressed, the render looks quite better than the sculpt itself!!

Last edited by lapsusmental : 03-27-2012 at 09:47 AM.
 
Old 04-01-2012, 12:19 PM   #30
lapsusmental
Veteran
portfolio
Guillermo Martinez Zornoza
Valencia, España
 
Join Date: Mar 2011
Posts: 49
I experienced painting on the bump map, it was quite amazing. That technique brings you the possibility to have a bit more of detail than expected ^^ Nice.

Here, my progress on the body. I continue now with the hard surface stuff.





Thanks!
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 04:30 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.