Armed and Dangerous - Atlantis Renegade

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  03 March 2012
Last update

I need to hurry up!
  03 March 2012
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 !
  03 March 2012
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.
  03 March 2012
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.

Hope it helps
  03 March 2012
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!
  03 March 2012
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.

  03 March 2012
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.

  03 March 2012
great progress... i like that...
  03 March 2012
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.
  03 March 2012
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!
  03 March 2012
Its shaping up really nicely
Keep it up !
  03 March 2012
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 ^^

  03 March 2012
Nice! I like the belt very much. The cloth parts looks a bit torbulent, but cool. Waiting for more.
  03 March 2012
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 March 2012 at 09:47 AM.
  04 April 2012
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.

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