el Zorro


#141

Hey man its looking really good, I think your zorro model is amazing! and great texturing, keep it up!


#142

Neox, great work on Zorro man, doing great on the horse as well. I like the smooth texture style it’s realistic but still lively.

PS: you going to make his girl friend :D, maybe a scene where he’s rescuing his damsel in distress, ha sword fighting possibly?..

I’m probably expecting to much :twisted:


#143

and again, thank you guys :slight_smile:

@hanzo: i thought more of having only zorro and his horse rearing up holding his sword to the sky :slight_smile:

and again a small update

i lightened it up a bit, the texture is a bit darker but it was hard to differ the horse from the ground… oik going for the lower arms and legs


#144

Hey Neox,

I’ve been following this thread since kick off, and I think you’re doing some remarkable work here. I try not to chime in unless I’ve got something useful to say, (or I feel like subjecting people to my sense of humour) and I think I do now. Tornado is looking great, but his ankles seem to be a little less articulated than they should be. Beasts of cloven hoof have a distinctive (forward pointing) ankle joint, that’s pretty important to recognition (and, for that matter, walking). I realise it’ll add polies, but it’s kind of like modelling a person with five fingers and no thumbs. Feels off, and takes you out of the game. Take a look at this reference from the podman, and you’ll see what I mean. Your ankles just go straight down to the hoof.

Keep the great work coming Neox. Can’t wait to see this rigged.

Cheers

-O


#145

hey thank you for the help i’ll fix that :slight_smile:

i don’t have problems with adding more polygons, this is just for fun, i don’t have any limits but i just wanted to learn more about texturing, the modelling part on this is just a finger exercise :wink:


#146

Great work Neox, my sincere utmost compliments.


#147

neox, what else can I say. Your texture-work is amazing. Once, I tried to draw a horse and it’s extremely dificult to capture the right muscle-definition, but I think you’re on the best way. I also think a spec map would add a nice “brushed fur” effect.
Wait for updates.


#148

Excellent work can’t wait to see some poses.

could i suggest maybe ending the horses tail with some alpha mapped planes or something that would give the tail a more realistic wisp torwards the end.

other than that as I said before I love it very clean!!

Lost…


#149

i planned doing the tail with alpha planes, i just didn’t do it… well it’s too hot here, there is not much creative energy left after 8 hrs of creating LOD objects -.-

but i made a few things for the 3dtotal community, first a small tutorial on how to remove seams without using deeppaint and a small video of my basic workflow on doing wrinkles and folds…

ok here we go on the small tutorial on removing seams without having the real projectionmode of deeppaint3d or zBrush :slight_smile:

ok i started with my zorro texture, well I just brightened it up to get a new seam (i already killed all seams on that texture :D)

as you can see, there is a huge seam between the hair and the skin part of the head, so i’m going to remove that seam :slight_smile:

starting with this unwrap it will be pretty hard to remove the seam because of the seperated parts :slight_smile:
So I should get another way, well obviously i’d start with deeppaint3d on this because i can paint directly onto the surface or use the projection paint to remove the seams.

Ok now I’ll build my own “projection” mode, at firt i set up the stack for this.


put a unwrap modifier on top of the stack and set it to Map Channel 1


#150


now put another unwrap on top of the first one and set it to Map Channel 2, and select the faces with the seam

[img]http://www.polyphobia.de/public/tutorials/max_projection/005.jpg[/img] 
Now I just use the unfold mapping to generate a new set of UVs for that part
well there are a lot of open edges, which I have to fix
  
[img]http://www.polyphobia.de/public/tutorials/max_projection/006.jpg[/img]
ok i fixed it and set up my checker Map to see if it is without stretching :)

#151


The next step ist to set up the render to texture dialogue


I use the mapchannel 2, to use my new UVs with the old texture, and set up the Texturesize to 1024² if everything is set up right select the diffuse map as the element that will be rendered, don’t create lighting and shadows into that map, because it will darken the texture and won’t work on the final texture which has not those shadows and the light…


that is the result, my old texture is baked onto the new uvs


now in photoshop i overpainted the seam by smudging and painting over it and added that pink stripe to show the result on the final map :wink:
the whole thing is done pretty dirty, but well it’s just to show the way to better seams


#152


Now I do the same thing backwards, put the new texture onto the model, and setup the render to texture dialogue backwards, so use channel 01 with the texture which was drawn for channel 2
the picture on the right is the result :wink:


back in PS i just grab the new parts and move them to my old texture page


and there are now a few new seams (marked with red :wink: ) but they can easily get erased


like here :wink:


and here it is, the final result without a seam :slight_smile:

hopefully it will help some of you guys

and the link to the video

http://rapidshare.de/files/3089502/basic_folds.avi.html


#153

ok one last update for today…


the saddle :slight_smile:


#154

Thanks for the little “tut” neox. Max 7’s new “render to texture” feature, along with the new artisan tools is seriously making it THE kickass app for game modeling. I wish I had the time to really dig into Max, but I’m already too far into Maya and my tiny little brain can’t handle both of those.


#155

Nice one Neox, this is very useful. Thanks!

podman: you should give it a shot, i bet you’d be surprised how similar max and maya are in many ways. Ive actually got maya setup almost the same as max, with the same shortcut keys etc so I can easily switch between. You get used to it after a while.


#156

I do the same thing cause I use maya at work :\ … I prefer max :smiley:

p.s. thanx for the tut helps a crap load.

Lost…


#157

Nice tutor Neox. I’m just prepare tutor for baking lightmaps. And progress also nice. I can’t wait for the final render. Really cool modelling and awesome texturing.
Waiting for more … :thumbsup:


#158

Hi Neox,
your tutorial and Charakter ist really good.I apreciate this.I apreciate this realy!

Keep it up

P.S.:Wenn du gerne chatten möchtest im icq oder so …einfach ansprechen…ich bin auch in letzter zeit unsichtbahr…aber eifach schreiben und ich Antworte…und danke für dein Post in meinen Thread…hab mich sehr gefreut…

Gruß

FASA Sandro


#159

new update :slight_smile:

hope you like it


#160

Like it! I LOVE IT!!:eek: :drool:

Grate work on texturing it. :thumbsup:

Regards
Bardur