OK, this is it… See its got final in the name, no more versions, Ill start modeling the high Poly elements in max over the mid level head and neck exported from mudbox. The back will be a hybrid of the “spike” armour back and the new feather motif. The chest will be more “developed”.

Dominance War II: AIRFLOW
Looking good. Alot of shapes you got there. Anyway, the neck area seems thin and the armpit area looks a little wierd. Otherwise the torso is looking very nice. Are you going to overlay the feather armor on top the current torso design?
What your looking at is the neck and a cowl covering it, she will have a flexible cape going from the helmet to the sholders, Im not sure if Ill use the full feather chestplate from the concept with the mail skirt… I think Ill go with the newest concept, and add the engine back from the other one to it…
Update on the head and neck.


Gpt some refining to do before I start the lettering on the helmet.
Holy smoke Dr Jones! Thats some nice detail around the neck - looks very promising indeed.![]()
Thanks. Atleast somone noticed :).
Had a power cut today, lost a days work. Ill just have to redo the detail mudbox stuff… Imto max now to continue on the building of the armour and cowl.
Thx guys…
Ok first head norm test, rendered out from mud cos max fpr some reason was playing silly beggars…

I gotta refine the low poly mes, which is currently at 826 tris.
A quick turnround of the lowpoly with normal map. There are a couple of flaws, and I still got about 190 tris to use up in the head…

looking good airflow, but the texture does look really lowres, hopefully you can get a bit more texture space on your final one. keep it up dude.
ximage
the normal map mate, just looks really pixely.
how did you generate it dude. what software?
ximage
Well its generated from mudbox, 2048 8bit tiff. Normal Bump in max, dunno, should it be clearer?.. Ill render a closeup…
That bottom image looks really rough airflow. I don’t know anything about sculpting in mudbox or zbrush to know what it should look like but when I did a normal map in maya and rendered with mental ray… thats what it looked like before I found out that the file type was not compatable as a normal map and mental ray. When changed to a correct file type it looked good after. It’s probably not your problem but just thought I would mention it. Its wierd how mental ray and other renderers are ok to render say a tiff (or something) but it can’t render a tiff that is used as a normal map. Normal maps have seperate compatability types with renders. (now I’m just blabbing away… I’m sure you know alot more about this then me…LOL. What the heck though…)
Could you also have not enough poly’s on the low poly for all that detail? You do have all your faces (or edges) set to soft right?
It looks like a great start but something is just not working with the normal map…
Ps. I wish I knew what your normal map looked like…
Ill do some testing tonight, and try to post somthing better… Gotta start working the diffuse map in Bodypaint3.
looks better with the close up. but really try and generate the normal map from maya or max or whatever software your using. There should be some tool in there that should let you generate a normal map from a hi res to a low res. you will get a much better result dude.
hope this helps:thumbsup:
ximage


