Finished Modeling and UV layout. Ready for ZBrush. I know I could have waited to do the UVs, but I like getting it out of the way real quick like. Below is checker test, wire test and low res UV layout. Cheers!



DWIII - 3D - Firerbert - Kolt Valimyr
Nice, always good to be prepared before going into Zbrush heh. Only comment I have for you is, the character could do without the hat I believe… and the hat makes him look like a fantasy-like western sheriff thingy… kinda :P. Cheers
Edit - I also think the legs could be a bit stronger.
He’s lookin’ good soldier. One tiny crit though; is he going to be slim like he was in the concept? Looks awesome and keep 'em coming.
Loukor: I debated the hat idea for a good while. In the end, I agree that it does give him a “the law” kinda look
which wasn’t my initial intention, but I also think that makes him quite unique given the rest of the competition. Bandanas and hoods are very cliché. Not to say that there are not a lot of things that are cliché about him, but that is one I wanted to be different. How often do you really see a western chinese masked armor clad stalker roaming the streets sporting the latest and greatest cowboy hat from urban outfitters?
Not sure what you mean about his legs needing to be stronger. Are you talking about the design from an esthetic standpoint -or- from a physical, bulk those bad boys up, standpoint?
StacOgie: As always, thanks for the encouragement! :wise: I’m taking it from just about everyone that keeping him slim and trim should be thrown out the window? Am I right on that subtle suggestion?
I’ll put some updates from using quick Transpose master up and see what you guys think. My initial inspiration for all of this was good old Outlaw Star, and there’s some scenes in there where the character proportions are very stylized. That is my ultimate goal aside from even finishing:eek:
So I brought this happy little turd monster into Zbrush and did some resizing. Could have used Maya, but this was so much faster. Don’t know if it will be that noticeable standalone.

HUGE normal mapping frustration. Did a real quick sculpt of the armor piece and wanted to make sure everything was going to render smoothly. I always like to pre-troubleshoot my projects, and I’m glad I did on this one.
For all you Maya users. Below is the Mental Ray rendered image with the normal map applied. The image below that is with Maya Software. The main issue is that Maya Software has to be used for the final image as we’re not allowed to use Advance Rendering Solutions such as Mental Ray. I don’t understand why it will render fine in Mental Ray and go all the hell in Maya Software!


it looks to me as though it is reversing one of (or multiple) channels in your normal map. First thing to check is to make sure in your bump map connection node you have Tangent Space normals selected - not bump map. If this doesn’t solve it I would suggest opening the map up in photoshop and inverting (ctrl+i) one channel at a time and see if this solves the problem…
one more thing-under the polygons menu - normals - set to face. select this (with your mesh selected) it may solve some problems, hope some of this helps!
kadeschui: I greatly appreciate your quick response! Unfortunately, no gas!
I used ZMapper to get the map and switched channels accordingly in Photoshop so that they wouldn’t reverse out in the render. Also made sure that it wasn’t selected for Bump mapping. I’ve tried both Tangent Maps and Normal Maps out of ZMapper and neither works in Software Render, but looks great in Mental Ray!
"OOhhh FUDGE! Only I didn’t say “Fudge.” I said THE word, the big one, the queen-mother of dirty words, the “F-dash-dash-dash” word! "
Ah darn, ok well as soon as I get home I’ll check this out…I have seen that very problem more than a few times and I have been able to fix it - I just can’t remember how I did it offhand. I’ll let you know asap if someone doesn’t beat me to it!
That would be awesome man! I really appreciate it as it makes no flippin sense to me at all. I know there’s a lot of plugins and scripts out there for normal mapping but I’ve had so many problems with installing those in the past that I’ve said forget it unless I absolutely have to have it.
So I did it the old school way of just connecting the out values of the map to the normal camera and it works without the blotchy dirt farm from hell, but it does give it that nasty sorty artifacted plastic feel.
Any other ideas?!?
Seriously, no one else, out of the hundreds of viewers and threads, not another soul is willing to give any assistance?!?
I’m used to using MentalRay, so returning to the archaic Software Rendering engine was not exactly on my agenda of things to do with my life. Let’s face it, neither Alias, nor Autodesk, has ever paid any attention to the native renderer (even thogh it’s only been Autodesk for a short while).
I do also understand that given that this is a game based competition and that Max is used more for games than Maya.
Some assitance would be greatly appreciated aside from the one other member.
You can use Mental ray for the winning pose and anything goes for the Beauty shot, so basically… you can use Mental ray. Correct me if im wrong.
Lighting: For the winning pose image, enhanced lighting solutions like VRay, Mental Ray, Brazil etc., are prohibited. You may only use standard lights together with standard shadows.
I don’t see “No Mental Ray” on the page. Mind pointing me to it?
Noo, I meant that I liked him slim and trim lol. Sorry can’t be of any help to the Maya render. But can’t wait to see more of your model.
Well Gosh DAMN! I love how it takes a cry baby to get results! :rolleyes:
Loukor: If I was gay, which let’s admit, I was being gay, then I would give you a big sloppy kiss! I was getting all bent over nothing man. The way I read the rules was that you couldn’t use those rendering engines. I guess they were saying you couldn’t use “lighting solutions” provided by those engines such as FG, GI, native lights, etc. Is that correct? If it is, let’s say you and I just go buy a ticket to Vegas and seal this deal right here and now!:applause:
Stacy: Cool! Yeah, I wasn’t too punked up on bulking him up to the maxasourus!
Don’t know about not being able to use lighting solutions in those rendering/game engines but Yes mental ray is allowed :P. You owe me a beer along with the vegas part haha
If anyone on CGtalk see’s “No Mental ray” anywhere… please enlighten me.
Also just a side note, you can use Maya software + Normal map but you can’t use the original shader setup that you use for the normal map. I think their is a different shader setup or so I’ve heard… sounds complicated to me.
Man I am going to go frickin’ crack open a New Castle for you right now! I hope that’s up your alley cause that’s all I got!

I haven’t seen on here that you can or can not use MR, but when I saw the no advanced lighting solution such as Vray, Mental Ray, etc. I took it as you can’t use it.
Thanks again for the heads up man. You just saved me hours of pain and heartache accompanied by valium and violent head atches.
So then here is another retardo question.
I’ve noticed that the vast majority of normal maps are tagent space. Does it matter if it is an object space normal map or a tangent space map? I didn’t see this in any of the restrictions of course with my obvious blindness and incompetence.
Nope doesn’t matter which ever you use, and again correct me if im wrong but maya needs Tangent for it to work properly and same with some other softwares like XSI.
Give me a second and I’ll post a couple render comparisons between object and tangent.