UGAC - CHARACTER 101 - AMBIENT ARTHROPOD - WillC


#1

Inspired by these deep ocean creatures and The Abyss being one of myfavourite sci fi movies on my shelf, I thought I’d give one of these mini challenges a shot. Go easy on me, its my first one!

These and similar pictures can be found at http://www.imagequest3d.com/


For the concept I went with a quick painting of how I would think one of these would be integrated into a game.
i invision sort of a FPS along the lines of HalfLife2. Those walking tripod things reminded me of those same tripod things in War of the Worlds which I recently watched.
These guys would be some sort of floating ambient that you can either hitch on for a ride or you find out that one of them is hiding some kind of relic.
They would be floating in the night sky illuminated like you’d see in the deep sea pictures. The quick painting i did was just to show what kind of form it would have. I’m not too sure yet of how i’m going to texture this baby.

Here are the low polys. I forgot that there was a poly limit! DOH! Its sitting right now at about 2700, and ill need to reduce it to 1500 as it says in the guide lines. Should have an update later today.

and finally, my z-brush tests. I’m feeling like I need to write a tutorial for this. When it comes to Murphy’s Law, it’s like Murphy’s poking me with a tree branch and I’m too fat to do anything about it!


I have a falloff as the diffuse mapping to show a simple micro-organism effect. I think the final texture might look something like that.

so, next i’m going to reduce my polycount to the specs. And bring it back to zbrush, but this time round i’m going to take it into maya since max hasnt any normal mapping options.

enjoy!


#2

Update on the lowpoly. now sitting at 1474 Triangles. Now i’m a bit worried about how a normal map is going make this now origami looking model into the high res model I had before! (keeping my fingers crossed):shrug:


#3

Hi, I have a few renders here. I placed the normal map into the bump slot, as I think thats what youre supposed do.

Moving onto other textures.
enjoy!


#4

hi Will choi,

nice work here, one thing though. any chance of posting bigger pics of your current work
and possibly a wire view, would love to see where you have put all the detail, :thumbsup:


#5

Here are some screens to show the details.
These are High Res model (z-bush) Canvas Screenshots.and the normal map created with it.

TOP view

SIDE

PERSPECTIVE

FRONT

BOTTON

BOTTTON/PERSPECTIVE

UV layout and Normal Map(smoothed out in photoshop)
Original Texture is actually 2048x2048. But Ill scaled down here.

Woot!


#6

High Res Link

High Res Link


High Res Link

and finally my texture map…that i’m still not happy with.


#7

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