Grand Space Opera 3D Entry: Peter Sanitra


#21

i will post concept sketch and the armor model this evening, central euro time:)


#22

Aha, u see

that’s it once your thread was on the top of the list 2-3 people viewed it. it’s all up to postin just post, plus your work will be evaluated,but 25% of the mark is community interaction(that means helping people) so show us how u did it, or write
yeah i want concepts, but lack of internet will prevent me from viewing them, so crits will come the day after tomorrow, since i don’t work tomorrow…

anyways good job, i read the concept with the space marines, a friend of mine is modelling one, but his thread is in 3dtotal (u mean space marines like in warhammer or different)

cool
see ya


#23

Ha my “greek” friend liatsos is viewing the thread (very popular here in cgtalk indeed)
maybe ask him how he got 97000 views,…
Ti kaneis dim?

ps: i’m also greek…


#24

I know i can`t get 100 000 view even if i try…:slight_smile:
i started very lately:sad: . but better leter then never. I have to keep the thread interesting…


#25

the texture of face is 4096x4096, i`m using z-brush AUV mapping, so no texture postroduction outside z-brush possible(pretty bad).


#26

The end result must be a bitmap(the texture i mean) ofcourse u have to be able to edit it with photoshop…

i haven’t done it myself but there must be a bitmap and if there is a bitmap there is a way

although i don’t think there is much need for postprocessing it is realistic as it is

only crit is the lip of the normal head, it needs more volume…


#27

Propably you have never seen a AUV mapped texure from Z-brush 2. It doesnt make much sense to human eye, it it does for the program;-) And the output is normal psd, bmp or tiff file, so its ok. and it is not a photo. i`ve painted diractly on object with z-brush brushes and the exported.

The head have about 1.5 milion polygonos, so it was a bit slow at 4096x4096 resolution but it`s worth it.

i will post the texture too, to explain the situation.

I do all other object in max with standar UVW maping techniques and photoshop painted bitmaps, so that`s ok. No cheating:thumbsup:


#28

Wow! Thats pretty darn cool dude!:thumbsup:


#29

This is the base armor setup and the head pose in it. Done in 3d max.
It looks very simple, but that`s ok. Good texture and postproduction will do it.


#30

wireframe of armor an low resolution head.
Polygonal models created in max.
Currently i`m working on scene lightning


#31

Some frightening soldier you got there - very cool! This makes me wanna check out Zbrush - thanks’ for the inspiration and good luck fighting the time :thumbsup:


#32

This is the texture as a promised. It is a z-brush mapped. Looks complicated, but it is not.Each square represent a polygon - o my model a quad, because my model is quad poly. Zbrush know how to put them together an give an outstanding result. When i subdivine the model to get more dense mesh, each quad is divined into 4 smaller. BUT THE TEXTURE IS STILL ON THE SAME PLACE. The final head model is after 7 subdivs,thats more than 1,5 milion polygons. Great work from pixologic, because i can still rotate the vieport in realtime, maybe on 10 FPS. My final texture for head is 4096x4096, thats 50MB big tiff file.
Any questions?


#33

So this is my sketch, pretty funny;-)I`m not good at hand drawing, mouse is my style:-)


#34

That pose reminds me of warhammer 40k style units. The zbrush thingy looks complicated as Im not familiar with zbrush… still cant figure out what is a normal map?? Explain please? Whats the diff with a normally done map style.?


#35

here is the answer on your normal mapping question:

While a height map only contains 1 plane of information - the “Z” (height) plane, a normal map contains 3 vectors of information - “X” direction, “Y” direction and “Z” direction. Thus, each pixel in a normal map encodes which direction that particular point is facing - the “normal vector” of the surface. Each pixel in a normal map has meaningful information, so details can be rendered more crisply than with bump maps alone. This allows modern game engines (Doom III) to more realistically portray the lighting on a surface. A properly constructed normal map can fool the eye into perceiving much more complex 3D geometry on a simple surface. Theoretically, normal maps on a cube can make it appear spherical, at least in terms of shading properties (the outline remains unchanged).
Normal maps use three channels of information to encode their information. This can be conveniently mapped to a standard RGB image. The red channel is used to encode normal vectors in the X direction. 100% red indicates a vector facing right - an X normal direction of +1. 0% red indicates a vector facing left - an X normal direction of -1. A 50% value in the red channel indicates an X normal component of 0. Similarly, the green channel encodes normal vectors in the Y direction. 100% green indicates a vector facing up - a Y normal direction of +1. 0% green indicates a vector facing down - a Y normal direction of -1. 50% value in the green channel indicates a Y normal component of 0. The blue channel encodes normal vectors in the Z direction. 100% blue points straight out of the surface. 0% blue points straight behind the surface. A value of 50% in the blue channel indicates a Z normal component of 0. Normal maps don’t contain values below 50% in the blue channel since these would be pointing behind the surface.


#36

more complete description can be found at

http://members.shaw.ca/jimht03/normal.html


#37

Hi Darkone. intrestingt. very intresting head :slight_smile: i like this kind of “horror. dark” art.
very nice :slight_smile: when will there be an update?

/P


#38

This evening, i hope so, i will post some lightnig setups shots. No more sketches, they will kill me;-)


#39

Very cool, Great textures and model. Just looking at great work like this insprise me to work harder. Keep it up.


#40

That’s some great looking texture work. Looking forward to seeign your scene. :thumbsup: