CGTalk > WIP > WIP/Critique: 3D
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 10-05-2005, 07:00 PM   #1
Snefer
Professional Slacker
 
Snefer's Avatar
portfolio
Tor Frick
Art Director
Machinegames
Uppsala, Sweden
 
Join Date: Nov 2004
Posts: 94
WIP: Sci-Fi soldier/normalmap

This is my first attempt at creating normalmaps. I could use some help (or.. extremely much, more likely) which is the best? Creating the lowpoly first, UVmappping it, then making the highpoly, or doing the highpoly, UVmapping it, and then making it a lowpoly? :-/ I'm not sure what to do. Right now I have a lowpoly version, and I'm working on a highpolyversion.

The lowpoly is about 2000 tris. Should I make it more, to accentuate some of the detail? What is the most iportant thing when nromalmapping? What resolution should you have for the normalmap, the same as the colur/bump map etc?

Anyway, here's the highpoly and the lowpoly for you. Cheers! / Tor
Attached Images
File Type: jpg highkomp.jpg (42.2 KB, 194 views)
File Type: jpg lowcomp.jpg (37.7 KB, 133 views)
 
Old 10-05-2005, 07:31 PM   #2
space donkey
New Member
Jordan L
Columbus, USA
 
Join Date: Sep 2005
Posts: 1
Hey askguden, for a first attempt at this it is definately a positive start. The armor seems a bit blocky but that may depend on the style you're going for. As for as the workflow for normal mapping it differs person to person and case by case. The only way to find which way suits you best is just by doing it.

for me personally, with a character like this, I would do the high poly first. You can pay no attention to the mesh as far as how it will deform and there is also no reason to uvmap the high, it is there strictly for surface detail. once that is complete, build the low poly using the high one as a 3D profile sheet. Now that is the one that needs to deform and also envelop all the major curvature geometry from the high - things that need a silhouette at any given angle, cause those are parts that cant be defined by a normal map.

Resolution for the normal map is based entirely on your target engine/platform. Just keep in mind normal maps are textures that you don't want to compress. hope that helps.
 
Old 10-05-2005, 07:45 PM   #3
AdamAtomic
Lord of the posts
 
AdamAtomic's Avatar
portfolio
Adam Saltsman
Contract Artist
Last Chance Media
Austin, USA
 
Join Date: Apr 2003
Posts: 1,306
Send a message via AIM to AdamAtomic Send a message via MSN to AdamAtomic
Never ever UV map the hi-res object it will take forEVER and you need to UV map the low poly model anyways, because those are the coordinates the normal map uses to align the pixels on the faces.

It can be very helpful to do a 2d concept of some sort before diving into a 3d model; your model looks mostly like a bunch of cubes with beveled edges and hastily placed indents and bevels from zbrush. More planning ahead of time can only help!
__________________
Adam Atomic :: Last Chance Media :: Buzz Kill
 
Old 10-06-2005, 07:30 AM   #4
Snefer
Professional Slacker
 
Snefer's Avatar
portfolio
Tor Frick
Art Director
Machinegames
Uppsala, Sweden
 
Join Date: Nov 2004
Posts: 94
*hmmm* Did I understand this correctly? The highpoly does not need an UVmap, whatsoever? That would make things easier, yes.

AS for the design, most of the "extruded cubes" are more or less that, but it was designed that way. This is a quick character I made to try normalmapping with, so I figured out a character where I can justify all these simply extrudes and stuff It's made for an introductory course in 3D, and I've only been workihng on it for two days, so. Thasnk for the tips! :-D
 
Old 10-07-2005, 01:05 AM   #5
Meephunter
Batman/Maya User
Robert Bird
donuts make better food than friends
USA
 
Join Date: Dec 2002
Posts: 64
Send a message via ICQ to Meephunter Send a message via AIM to Meephunter
I think that the model looks good for now. Some minor things though, first of all the front and top of the boots look kinda blan, I would add some detail there. another place that I would put detail is on the back of the collar and the lower back. It doen't matter about the poly count so go crazy. Also seems around the shin area seems alittle to thick to me, but it could just be your style and the back of the calf area I would aslo add some detail to that. but keep at it, it is a good model. As for the low poly version the only thing that i see is that the edges (around the shin guard and boots, ect...) should be hard edges that is giving your model those darker/lighter grey areas.
__________________
HEADLINE: Optimist dies in a half empty bathtub

visit my website Http://www.robertbirdonline.com


Last edited by Meephunter : 10-07-2005 at 01:08 AM.
 
Old 10-07-2005, 01:05 AM   #6
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
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 01:30 AM.


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