el Zorro


#41

Looking great so far. I love this details You done in there, like hair on the chest.I hope You want to make all character, not only head:), Also concept looks promising. I’ll keep watching You. Nice stuff You show us in here.


#42

@Por@szek: sure i’ll do that :wink:

i just started working on the upper body, didn’t do that much…

here it is


#43

Wow! Youve got mighty impressive texturing skils!
It looks a lot higher poly than it is.

Keep it up


#44

thank you andy :slight_smile:

ok i worked a bit on the shirts colors and started working on the vest

and the wireframe


#45

Excellent texturing.

Is that a cape on his back or is his upper body that wide?


#46

its the cape which is obviously not textured yet, you can see it better there
http://neox.gfx-scene.de/public/pictures/3d/wip/Zorro/zorro02.avi


#47

ok i started the belt :slight_smile:

c/c totally appreciated :wink:
hopefully you like it


#48

Beautiful texture work Neox, nice work on the folds. Looking forward to seeing this guy finished. Excellent attention to detail on the belt.


#49

Hey Neox! great work!

I have questions. How come is it that there are so many tris mixed with quads? And did you finish the whole body? If not, how can you start texturing it (won’t you have to move things around/resize unwrapped bits when all is unwrapped)? Thanks!


#50

@gordon: thanks, i’m also seeing forward to see him finished, i’m just toooo lazy to work more then an hour a day on him

because i don’t need quads in lowpoly but they are better to model with (adding loops, selecting faces etc), the more finished i get with one part, the more triangulated it will be, to have the right amount of smoothness

And did you finish the whole body?

nope just what you see

how can you start texturing it

why shouldn’t I? :twisted:

won’t you have to move things around/resize unwrapped bits when all is unwrappe

texture baking helps me with this, well i’m pretty experienced because of my work on paraworld, so i pretty much know how big the seperate parts should be on the final texture page, but if i really have to rescale something i just rescale the uvs and bake the texture for that part :slight_smile:


#51

Looks excellent so far - really proffessional textures, but theyre very ‘shaded’.
The way the textures are painted is as if they are lit from a very specific angle - wont that look odd when the in-game lights hit it from a different, more extreme angle?
I had a dilemma with this sort of thing some time ago. Real-time lighting is getting so good that the need to bake lighting on to your maps is becoming less. If this was rendered in the engine with the maps at 100% luminosity, it would look great, but once real-time, moving lights start affecting it, it might look a little odd.
What are your thoughts on this?


#52

you are pointing to a development that i really can’t support… the normalmap “problem” letting the normalmap and the engine do all the lighting, that is looking pretty much totally crappy (in my honest opinion) it looks grey and colorless… look at doom3… damn its just colors with enginelighting, plastic looking all the way, i guess the unreal guys are reinventing the good old texturing techniques (look at bobotheseal.com) and mixing them with normalmaps,

ok back to the topic and my texture :slight_smile:
Do you think its too definite? It works pretty well in our engine, look i pretty much chose the lighting to come from the front of each face’s normal and a bit from top to get some more shading and form in the low amount of polygons. Except for really shiny things like the eyeballs and those buttons pretty much nothing is lighted from the left or right, but i’m lighting them to trick the human eye, color psychology… the human eye is used to see everything lighted from above to get some depth into it, to give it a more natural look i just give it a little bit of direction, i read that europeans, asians and northern americans are quite used to have the “standard lighting” from the top left, while the guys from the southern hemissphere are used to have a light from the top right to let it look more real, don’t ask me why i guess it has something to do with the sun and how the sun worked for us since eons… dunno lots of theory about this stuff in my head without having the ability to express it in english…
any thoughts about that?

i’ll export this guy into our RTS Engine when i have him finished so we can test how he behaves under different lighting situations :slight_smile:


#53

I’d say the light “baked” in the skin is pretty fine for a current gen game.

I’ve found (in my very brief experience with game texturing so far) that you do need to paint in a bit of light to your models. Nothing really harsh, but something that in a way does have a slight hint of a real light source, just so you can highlight details and stuff. At the very least, some sort of nod towards GI so as to get the radiosity shading that game engines just can’t do yet.

As Neox said, the Doom 3 stuff is all flat colour with various spec/normal/illum maps and it looks pretty crappy, really. Especially the human skin.

U3 looks like it might be knocking that on the head, though. Can’t wait :smiley:


#54

Looks great Neox :thumbsup:


#55

Just to say that he has a gf … tsss … :stuck_out_tongue:

Nice job guys ! Have one beer for me :wink:


#56

Wow, neox! You’ve got some pretty existential thoughts on lighting. Never thought of something like that!

I think the texture looks great with the baked lighting. I’m interested more and more these days about your workflow. I’ve seen lots of pros doing textures as they model. Don’t know how you guys do it. Patch modeling is already difficult in itself, plus your texturing too.

I was playing Doom 3 the other day and my girlfriend asked why everyone in the game looks like they are carved out of wax. :slight_smile:

-pod


#57

mindrot: thanks :slight_smile:

matth: :beer:

@podman: for the next part i’ll show you how the workflow on him is :slight_smile:


#58

ok workflow step 1

modelling of the pants
going to unwrap it now :slight_smile:

ok unwrapped

now i’m importing this to deeppaint


#59

Im fairly new to Modeling, but Neox are you using a bump map to give the shirt that ruffled look?


#60

nope i currently haven’t done any bumpmaps or specularmaps, everything you see is handpainted

ok next step, the guidelines from deeppaint