DWIII - 3D - Octostatue - nora


#25

thanks kenzoabeki, ill be putting more hours into it and im so glad we got a 5 days extension! your 2d concept is looking really cool too:buttrock:


#26

Hey, hey!
The Dino is looking groovy!

The body is awesome, but ( i feel) the head is almost…friendly looking.
Try making the snout a bit longer and maybe adding some more ridges/scars or something ?

Good stuff, mate, and thanks for the UV advice.


#27

no prob LavenPillay, tho im not going to have the dragon for this comp i’ll try to finish it :thumbsup:


#28

Mooore! I’m really digging on this man. And thanks for the support.

[thread=604648]My Dominance War III[/thread]


#29

I realy like your dragon, the face is pretty weired, in a good way. It looks completely different to the usual dragon designs, kind of alien.


#30

Good models! Her face is very good and a bit…scary! You’re doing a great job. Do you think you will use normal maps from the hi res models?
Please, can you tell me what software you will use to build normal maps?
Thanks!


#31

thank you for your support too man :thumbsup:

thanks man, i really appreciated cuz believe it or not i really like how its coming along :scream:

thank you :slight_smile: , i’ll be exporting the hiress parts from zbrush and crunch it in something called polygon cruncher just so i can build the low poly ontop of that, when the low poly is complete im going to use xNormal to transfer the maps from a uncrunched version of the hi polys to the low poly mesh :thumbsup: but since i dont have that much detail i might just trasfer the maps within maya from a crunched hiress and use CrazyBump for other detais on the textures.


#32

little update…


#33

Thanks for the reply. I’ll try to take a look at polygon cruncher and find a way to use it with lightwave. I’ll take a look at xnormals too. I downloaded it before and I hope to start studying it better this time.

Thank you for your great advices!


#34

no prob man, polygon cruncher also comes with something called 3d browser for 3d users by mootools and thats what im using but ill like to point out that it has failed me several times, seems that it has a limit or might just be my computer but when i try to crunch more than one million polys it says “bad file extention” :shrug: so hopefully theres better products out there


#35

really cool concept man. i cant wait to see more developments of this character.

http://forums.cgsociety.org/showthread.php?f=234&t=604654


#36

thx andy.

now i kinda finished the lowpoly, i still need to optimize some parts…

now behold! thunder katars of doom +13 + air augmentation lol



#37

little update.

   heres my sad attempt at texturing :arteest: I've just started but all ready the skin, boots and armor pieces don't convince me plus i don't think red is a good color for denim pants, color is easily changeable tho.
   the normal map of the armor pieces is a little weird too, i made it from mixing the texture and various shades of gray depending of the height i wanted but i couldn't get it right.. since the latest update CrazyBump has been really Really slow for me :banghead:.
 i also have some tris left that i will use for more hair.
  
   i'll be hammering it out more tomorrow, any advice would be Very appreciated :wavey:.
   
   [img]http://i69.photobucket.com/albums/i60/Rurufus/b21ca0b3.jpg[/img]
   
   [img]http://i69.photobucket.com/albums/i60/Rurufus/845c08d2.jpg[/img]
   
   [img]http://i69.photobucket.com/albums/i60/Rurufus/9ede23e5.jpg[/img]
   
   [img]http://i69.photobucket.com/albums/i60/Rurufus/bb894387.jpg[/img]
   
  i'll clean any seam in the textures with zbrush when im done
  
   [img]http://i69.photobucket.com/albums/i60/Rurufus/20cec2f7.jpg[/img]
   
   ignore the katars texture...
   
  [img]http://i69.photobucket.com/albums/i60/Rurufus/f276f33a.jpg[/img]
  
 i think im getting good texture space based on priority
  
  [img]http://i69.photobucket.com/albums/i60/Rurufus/646efa2f.jpg[/img]

#38

Don’t sell yourself short man! What you’ve done so far is good. Your UV layout looks nice and clean. Have you used ZMapper for your normal map? Don’t getting crazy with other plug-ins if you’re not comfortable with them at this stage in the competition. Use what you know will work to your advantage. If the normal maps are giving you issues, you may want to consider doing just some standard bumping in Projection Master/Photoshop instead since your UVs look solid.


#39

thx Firerbert :scream:, i tried to generate the normal maps with a software called xNormal that i thought would be the best way to transfer my detail from the hipoly to the low poly but i was getting a lot of tracing errors in the face… it didn’t make sense! and i ended up just importing the hi poly and transferring the maps within maya piece by piece and that worked great, didn’t even need to crunch the hi poly, the upper body went for 250k or so, quads of course
so what you said about sticking to what you know is so true.
im satisfied with the things i transfer in maya and i’ll be fixing the armor normals that i generated from the textures i painted in photoshop alittle later when when my textures are better

you can see here the armor pieces normals is to strong

here you can see the contrast between the ones generated in maya and the ones generated with the textures in CrazyBump


#40

hair update.

color isn’t final, so much to do…


#41

i still need to tweek some textures and make others… start the pedestal but here’s what i’ve got so far
ill post her story when done.

c&cs welcome

[img]http://i69.photobucket.com/albums/i60/Rurufus/5bda6702.jpg[/img]
[img]http://i69.photobucket.com/albums/i60/Rurufus/aa2a7069.jpg[/img]

texture sheets: im not an uber expert at texturing as you can see :arteest::blush: 

[img]http://i69.photobucket.com/albums/i60/Rurufus/411852aa.jpg[/img]

just started a simple rig, not worth showning but here it is :)


[IMG]http://i69.photobucket.com/albums/i60/Rurufus/4772a39c.jpg[/IMG]

#42

:applause: ah the joy of relief from so much stress! that’s gotta feel good eh? so, my biggest concern is the face. If the her eyes and mouth are going to be sewn shut, then there should be some sort of scaring and stress marking from the initial wounds and from them being sewn. There should also be some bruising and redness from her trying to move her mouth and eyelids. Although after years of being shut, I doubt she would try to open them, but there will always be some involuntary movement that will create these sorts of markings.


#43

d xNormal that i thought would be the best way to transfer my detail from the hipoly to the low poly but i was getting a lot of tracing errors in the face…

Did you use cages to limit the ray distance and to control the direction?
And try to avoid 3dsmax’s OBJ exporter… messes the vertex normals a lot.
Also try to scale up a bit the meshes… usually can happen some floating point accuracy errors when is radius is <=4.0
The cage should cover completely the highpoly… and better extrude it a bit more than should be to avoid tracing errors.

Btw, very good character! I like the glow on the eyes/mouth! ( well, and the models in general are awesome! )


#44

I agree, you character is good and she has a cool glow…I’m trying to understand how to put the glow in LightWave too…