Doom model thing

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  09 September 2005
Doom model thing

Hey guys,

I've been doing this model for the last 3 days, kinda got inspired by playing doom3 and use of normalmaps. I know Zbrush pretty good but not that good on 3ds max. can anyone tell me how to bake normalmaps in 3ds max.
  09 September 2005
Here are some ZB updates.
  09 September 2005
This is probably the most straight forward tutorial I've seen, though there are many others:

This one by Poop is more indepth:

Good luck
  09 September 2005
Thanks for the links very helpful,

Right I've been up allnight using zbrush, here are some update and tell me what you guys think.
  09 September 2005
Your ZBrushing looks great, first off, but the low polygon version has anatomy issues.

Again, excellent job with the ZBrushing.
  09 September 2005
Your Zbrushing does look pretty good and I like the character design. -He's not another "He-Man-Hunk-SpaceMarine" but a rather skinny Soldier. That alone gives him a "deeper" character.
I second the anatomy issues.
Check the elbows, the upper arms are too short,
The knees are too close together, he has X-shaped legs.
Put a image in the back of your viewport and adjust your lowpoly.
good work nontheless. Good luck with your Normalmapping.
  09 September 2005
Sorry didn't realise the anatomy was wrong and will fix them, about the x shaped legs well I was following a image in the viewport as a guide so didn't realise it, thanks for pointing it out.

The low poly is still a rough model, made to be zbrushed, so I will add more detail to match the high res one and will certainly fix those problems.

Thanks guys
  09 September 2005
Here is a shot without the armor, made his face a lot more sculpted and clothing wise I kept it simple.
  09 September 2005
the problem is the head, needs to be bigger, by quite a bit, + you need to work on the anatomy/shape of the head. get some good refs, at mo it slopes inwards too much. remember, the head/face of a character is usually what catches and holds the attention of a viewer, as this is what we look to naturarlly, to tell us things about a character, and their intentions.

i like the armour, and the bodys ok, but isolate the head and give it a good work over, perhaps add some more detail, like hair, scars etc.
my real current projectio
  09 September 2005
Ok I made the head bigger, studying the anatomy book i made changes, bigger nose, chin and more masculine lips also added more detail to the face, wanted to add more detail like skin texture but I have to subdivide again to 2 million polys and could cause problem importing to max for normalmaps.
  09 September 2005
This is good tintin50, keep it up you look pretty skilled in ZB, i'll try to keep this in mind if i want to keep my job

Believe you can, believe you can't ... either way you're right.
  10 October 2005
Sorry I couldn't update recently not been well . Ok done some work, first i had to get hang of 3ds max normalmapping, took some time to get it perfect but in the end got it right . So far i am still tweaking the low poly model and also some texturing.
  10 October 2005
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