UGAC-Megaman-theargylekid


#21

I hate normal maps with a vengence! :stuck_out_tongue: HATE them. They don’t work nearly as well as great textures and smart poly use does.

I havn’t seen too much good normal mapping done…


#22

May I direct you to http://www.gearsofwar.com/

I will agree there are more shitty normal maps floating around than good ones, but… yea… Normal Maps good… learn to use them!


#23

What up all. Figured I’d throw up my progress so far. Just some quick screen grabs. Getting her basic proportions down and what not. Still a little ways to go, but should be finished up soon.


#24

looks sweet! Keep it going!!


#25

Ooooo, nice. If this is the “game” version the face may have too many tri’s but, we shall see. Great job so far.


#26

Well, we have an 8k poly limit and normal maps, and I’m not really even close to 8k yet. So, I figure I can spend a few more polys on the face. It’s easy enough to go back and remove them if it becomes an issue.


#27

wow, really nice stuff there! it’s looking really sweet!

can’t wait to see it as it comes along


#28

Another update! Pretty much finished her aside from a few details. Zbrushing the hell out of her as we speak. Should have some normal maps up soon, but for now enjoy.


#29

hey that looks fantastic, it really is a great concept. keep going and post more.

good luck=)


#30

So here’s another update. Got a lot of the base normal maps done, obviously the checker parts are still to come. Probly going to keep the textures somewhat toony.


#31

Lookin’ Ace!

Are the vent/flaps on the legs and arms supposed to be angular? If they aren’t you might want to add a few more polys to them, they look rather edgy at the moment.


#32

looks awesome so far looking forward to this.

One thing you can do to add details and such for some surface detail is to add a overlayed normal map in photoshop. Even a slight noise converted into normal and placed onto the normal can help on the surface detail. I just hate to see normal maps kind of flat where you have no real detail even though this is mostly metal etc.


#33

Gr8 going man… love the stuff thats going in here.


#34

Ghostscape: Yeah that was pretty much the shape I was going for, they were supposed to be like plates or something, but I’ll see about messing with them.

Ro: That’d be why I said “base normal maps.” They aren’t finished, this is just the main details.


#35

Retardedly slow internet.


#36

What up guys,
Here’s some new screen grabs. There’s no lights or anything yet. Crits are welcome, but I can’t promise a whole lot of change from here on since I’m not going to have as much downtime at work. Here ya go.


#37

the model and texture looks sweet but the only grip i have is tht she got to much makeup on her face man lol


#38

The normals on her hips looks odd to me; they look more like weird wrinkles than believable pelvic surface geometry. I know you mentioned (twice, has it been?) that these are unfinished normal maps, so, just something to think about when you’re refining, if you didn’t plan on it already.


#39

I can kinda see what you mean chumble. I may try and get around to fixing it but I’m pretty happy with it. The normals are pretty much done at this point. It’s a toony character so I’m not going to go over the top with normal detail. I gave here some surface noise in the normal map to make her look more plasticy. This is pretty much the final peice minus a few touch ups and a nicely lit render. Still, crits are appreciated and I’ll do what I can.


#40

Totally rockin’. Every post looks sweet from the concept the the model.