UCAC - CHARACTER 101 - Ambient Arthopod - Hanzo


#8

Really digging the way you are headed with this one ! It does look like a mix between an Omu ( Nausicae) and the matrix sentinels :slight_smile:

Ps : were you a concept artist for the Saphire Scar mod btw ?


#9

Wow! Another cool entry. :smiley: I really like your “worm” it reminds me to those abyssal (i don’t know if it’s the word) animals. (the ones wich are at the deepests oceans). The model looks really well, lot’s of detail in there. Are you modeling the high poly one first?? And as they have said earlier it seems to be designed for normal mapping. :slight_smile:

Really cool one :slight_smile:


#10

cool … now TEXTURE :wink:


#11

I wasn’t thinking of sentinels, but they do look remarkable similar kind of a spider Grubby haha. I hope the body offsets the matrix look, I wanted the look to be some what original… ow well…

Nausicae looks like a cool manga by the way, it looks so like mine my design seems kind of poor ripoff now :sad:

anyway I reworked some of the topology and added more shapely detail to the mesh, also I connected the strips. this mesh will be the base high poly mesh I export to ZB to add detail at a high level for normal mapping.

Kind of a small update at this point, I will post the body maybe later today


#12

Great design, really looking forward to this one :smiley:


#13

Oldbean thanks man

another update, I’m getting sick of grey mesh. I think I’m about 80 % done with the pre modeling at this point.


#14

That looks positively great - and I love the orange mesh :smiley:

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#15

This is really looking very good indeed Hanzo !
I don’t think it pales for nausicas insects at all , and you’ve got quite an impressive mesh !
Keep it up !


#16

JamesMK thanks man :slight_smile:

ckaos@om your right I tried to make this entry fit into what ever the challenge was shooting for this time around…

ok my first normal map wip, I’ve completed my Zbrush normal map work, enjoy

[REMOVED IMAGE. > UPDATE BELOW]

ps: I forgot the rule that states no fliping unwraps when normal maping, so I’m going to have to redo the head mapping completly…


#17

Woo! Thats looking hella good!

Im starting to lose faith in my entry now - theres a lotta great models in this comp!

Keep it up lad


#18

wow! that’s really cool :applause: no crit’s at this time. Only a question: you’ve said that no fliping unwraps when normal maping, what’s the problem on that? I wanted to share the texture space for several parts of my insect…

(sorry, it’s my first time trying to do something serious for real time)


#19

dude that is freakin sweet, AWESOME job!


#20

Wow, a lot of detail there considering its only a 512 map.

I don’t think you’ll have to worry about flipping the the UVs as long as your seams are lined up properly and theres no overlapping. Looks good from here anyway :shrug:

Bring on the colour :buttrock:


#21

Excellent! It’s now officially iconic too :thumbsup:

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#22

Looking great Hanzo! :thumbsup:

The color map will make this critter come alive… are you going to give him a few alpha mapped haires here and there? To give him a bit of a fuzzy look maybe…

As for the flipped UV’s rule with normal maps… usually it gets corrected in the engine if it’s supported (I believe Doom 3 does that…). But if it’s not it’ll make the shading look inverted and will create “shading seams” between the flipped and non-flipped UV’d faces… which will break-up the lighting on the model and create other nasty things sometimes.


#23

thanks guys for all your comments :scream:

Andy thanks dude!, but plz keep up with your entry man, I’ve been waiting for an update :thumbsup:

Oldbean ah ok, with that in mined you and Serul have saved me some work. For high detail I used overlapping of each body mesh ( shell section ) and sense the seems are quite reasonable in this areas it works unnoticeably saving much more space for a higher res map.

Serul I didn’t think of the fuzz originally, but great idea I’ll see how many tries I have left. Thanks for the info on normal mapping

update soon, I’m pretty much done with the model

[removed image for re render]


#24

Hi man, I was wondering where are You hiding:). Nice model and cool concept. I really like it. Now I see that You are using everywhere normals ;). Great work on them, and the blue light create really creepy atmosphere.
Keep it up, I try to look in here more often.
Take care.


#25

Por@szek thanks for the kind words dude

ok here’s the latest on my Spidy Maggot, enjoy :smiley:

[REMOVED IMAGE. > UPDATE BELOW]

up next is the Fur and drool


#26

The fuzz and drool will really add to this I think. One other thing… maybe you could give the shell some color patterns… right now it looks a bit monochrome. :shrug:

None the less its looking awesome! :smiley:

I need to hurry up and get mine finished… fast :argh:


#27

Really nice work hanzo, it’s very Doom3-ish :wink: