UGAC - PROP 101 - JUNGLE - jamihn


#21

Packed in the UVs much tighter. Hope this looks better.


#22

Sweet work jamihn no crits, love the ZB model Can’t wait to see this thing painted.

:slight_smile:


#23

Me either. I’m having some real problems with the ZBrush normal maps. Maybe I’ll post what the freaky deaky thing looks like.


#24

Normal map rendered with final gather just cause I’m too lazy to place real lights. Not terribly detailed, but I guess with a 512 x 512 map you can only do so much. Or maybe I’m just not doing this right.


#25

And started blocking in some color treatment with Projection Master in ZBrush. When I’m done with the map I’ll probably clean it up in Photoshop. It’s a start, I guess. I need more contrast and some more color. Right now it looks like a burned rotted shank of meat. Blech!


#26

TO BOXY DUDE!

jamihn you got 1000 tries to use, why are you only using 500? sorry if I missed something. Use all 1000 tries this peace can look way better with some tweaking.

As I said before the High poly looks great.
:slight_smile: maybe? add more detail to it aswell ( ruff warty skin? ) just a suggestion


#27

Yeah, I thought I could get away with trying to build really efficient geometry, but it’s not doing what I want it to do. I think I’m asking too much of my normal map so I think I’ll use those extra polys. We’ll see what happens here.


#28

I agree, to go from that crazy nice mesh at the top of page to that is kinda disheartening, go ahead and use the polys budgeted to you…no need to be “extra efficient” imho…I know I am prolly gonna use up all 1000 tris for my model…

-KDX-


#29

Clocks in at 688 now. I added a bunch of polys to smooth out the vines and actually add some chunk to the arm. Also changed the knuckles. And surprisingly, I didn’t have to adjust the UVs all that much.


#30

thats so good, creepy too :thumbsup: keep up


#31

Still boxy? More poly’s somewhere?


#32

yeah man use all your tries, it’s already looking much better… also make those vines things thinner

:slight_smile:


#33

Hey bud, looking much better with more polys now. Looking forward to see how it will come out in the end. :slight_smile:


#34

Thanks for the comments and suggestions. It’s coming down to the wire so I best get to texturing. I got tired of mucking around with normal mapping. I think it’s going to take me a bit more time to get the hang of it so I grabbed a displacement map out of ZBrush and used that as the base for my bump map. I’ve applied it to a brownish blinn to see how the bumps are working. Not too bad. It’s starting to get really creepy. On to colors and spec!


#35

whatever you do, be aware that your normal map in Maya will NOT look like the normal map inZBrush, especially with a resolution of 512x512…


#36

Yeah man, that’s why I’m just going to go with the bump. The normal map wasn’t giving me anything worth keeping around. But I’m pretty happy with what the bump is giving me. Hopefully I have time to finish. :eek:


#37

I don’t want to ask this question in the WIP forum cause, well, it’s not really a WIP. But I was wondering if there were any games for the Mac that you can build custom models for. I made a monkey king that I was able to somehow get into Unreal 2004, but I had to switch between a PC and a Mac and the results were suck. Does anyone else work on a Mac and stick their models into games or am I the ugly duckling of this mini challenge?

Meh, never mind. It seems like fighting a grizly with a twig to figure out how to mod a mac game. I wanted to see the club used as a club to beat something up in a game like Jedi Academy or something. Just a pipe dream for us mac heads I guess. :sad:


#38

Bump and color. No spec just yet.


#39

Bump, color, and spec. I think I’m pretty much done. I’m running out of time to get things just right, but this is probably going to have to do for now.


#40

Final Shots