View Full Version : tavorr
scedric
10-23-2007, 08:45 PM
Hi GA guys,
Here is my current work Tavorr, I created this nextgen character to complete my portfolio with a more complex creature with normal maps, spec and diffuse.
So I already did the zbrush model few days ago and today the lowpoly model, that's why I want to show you the result before continuing because it's my first nextgen/normal mapped character and I think it will be the key to get a job asap.
So I talked enough, here is the zbrush version
http://scedric.goldzoneweb.info/blog/images/tavorr_front34_071022.jpg
http://scedric.goldzoneweb.info/blog/images/tavorr_back34_071022.jpg
And the freshly handmade lowpoly version (7300tris)
http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_front_071023.jpg
http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_back_071023.jpg
I want to know if there is enough or to much details in the lowpoly version. If you have comments, critics or any other advices to improve my work I'll be very happy and grateful.
Thank you
Cédric
http://scedric.goldzoneweb.info/
BuroKun
10-23-2007, 09:23 PM
smooth model, is this guy big?....because he seems small, in overall size that is.......would like to see more of an overall V shape to him...like making the legs thinner and feet smaller....but what you have is awesome....nice work.
Gavin
10-23-2007, 10:29 PM
Hey man!
Groovy looking character, he has some personality. The low poly mesh looks dense for 7300..but that's just me. I think you could get away with trimming some of his back detail. Like Burokun mentioned, it seems like he is small. If he is big, I'd keep he detaail..if small, rely just on normal maps.
Gav
BuroKun
10-23-2007, 11:22 PM
I got bored....so...here are some Ideas that I had with this guy.
(see attached)
scedric
10-24-2007, 09:30 AM
Hey, thank you Burokun for the ideas but I see my character like a "final stage boss" 8 feet tall and 500 lbs weight ;) a heavy slow monster with a tree trunk as weapon.
I agree with you Gavin it looks like more than 7300 but XSI shows me 984tris + 3157 quads = 7298 tris but like you wrote, I will decrease this number by trimming the details in the back
Thank you for the comments :) , I'll optimize this guy and then do the uvs.
Cédric
http://scedric.goldzoneweb.info/
scedric
10-25-2007, 10:58 AM
Finaly, after some bad times wrestling with XSI and 3DS :doh: , I succeed to extract the normal map of my (almost) highest resolution zbrush model and apply it on the optimized lowpoly model.
Because XSI is a powerfull software without a good normalmap tool and Max is less powerfull but has better way to project the normalmap I used Max with the 2.5 millions of tris model instead of XSI and the 10 millions... So the normalmap is less detailled but enough for a 1024*1024 texture.
Next step: his "underwear" and the diffuse and specular texture
So here is the result:
http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_front_NM_071025.jpg
http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_back_NM_071025.jpg
Cédric
http://scedric.goldzoneweb.info/
PS: Thank You Poopinmymouth for your tutorial about the Normal Mapping :thumb: (for the other tutorials too ;) )
D4NN0
10-25-2007, 11:11 AM
Good Trollkin model I like it. And the proportions match the concept pretty right on.
onelung
10-25-2007, 11:46 AM
lookin good man.
Maybe try continuing the skin texture, and varying it some in other places. Might be nice if you had somethign to break up the symmetry as well. Though a nice expression will help, since his head is quite large.
BuroKun
10-25-2007, 12:48 PM
Looking good
scedric
10-25-2007, 10:07 PM
Thank you onelung for the comments and of course I will break the symmetry in the texture and some changes in the normalmap.
D4nno, the concept is from Matt Dixon, a british concep artist and painter, here is his website http://mattdixon.co.uk/, it's more Warhammer than Tolkien but I think I'm in between because I took my references in the both universe.
Thanks for the encouragements and soon I'll add a first textured version.
butt_sahib
10-26-2007, 02:53 AM
I absolutely LOVE the model- i mean i LOVE it. :)
The normal map came out very nice.
However, i WOULD suggest that you use the nvidia nm filter to add some superficial detail on teh model. Also think that the count could be just aweebit more lower than it is atm.like i dont think there was any need to outline the nails on the hands,etc
BUt all this is overshadowed by the fact that this is very nicely done.
What kind of texture are you going for? realistic or cartoony? woops soory should check the link :\
scedric
10-31-2007, 12:36 PM
Hi, thank you for your comments
Here is the textured version, not final but almost (I hope)
I'm quite happy to see this first normalmapped character finished soon. Comments are welcome.
http://scedric.goldzoneweb.info/blog/images/tavorr_lowpoly_071031.jpg
Japhir
10-31-2007, 02:23 PM
love it! i like the fact that you made the belly whiter than the back, but i think the back is a little too dark/too monotone compared to his front. again, i love it!
scedric
10-31-2007, 04:10 PM
Glad you like it and Yes you are right, the back is less detailled and more dull than the front, I have to continue my texturing and maybe I'll create a tree trunk weapon.
Thank you for the comments.
BuroKun
10-31-2007, 04:35 PM
The texture is looking great so far.
scedric
11-08-2007, 04:48 PM
Hi, here is the new version,
http://scedric.goldzoneweb.info/blog/images/tavorr_faba_071108.jpg
I'm thinking about make him a piedestal and a weapon, but right now I'm skinning him.
He's very good, Scedric! Must say I myself preferred the blue stomach/face more, but the new version is more realistic :) Details are great, Ilove the small cracks and wounds he has around his body. The chin/beard is definately better than it was before, its more sharp and detailed now.
There's one more thing I'd add to texture, but its personal preference only... Cracks in his lips, there's some already, but I'd made them 'heavier'.. :)
Can't wait to see him posed :D
scedric
11-08-2007, 07:22 PM
Yes I agree with you Deto, there are some cracks in his lips but not as visible as in the zbrush model. Thank you for the comment and I'm sorry for the recent events in your country.
ShadyD
11-09-2007, 12:15 AM
excellent!
I got a weapon suggestion, maybe attach a metal ball to the shackle. So he can use that as a mace of some sort?
Very nice work!
Beartastic
11-09-2007, 12:24 AM
That's some delicious texturing. I really like the pale colours, but the blending between blue and beige seems a little abrupt in some spots. I second the shackle weapon. Whatever this guy's swinging it should be something that wasn't intended to be a weapon.
Thanks Scedric.. :)
Oh, you could use this method to get out 'lost' detail from normal maps:
http://www.cgtextures.com/content.php?action=tut_normalmap
I've tested in on couple of spots and it works pretty nicely.. Just 'strenghtbake' the whole thing then use photoshops eraser tool to have the stronger new normal map only in spot where you want, like in lips :)
onelung
11-09-2007, 09:46 AM
kinda hard to crit on the final textures and everything with the lighting being so extreme. From what i can tell, I'd try changing the fingernails to a different color, it'll help separate them.
If you can find space on your map, having a hanging chain from that shackle would be really nice... as if he broke free... could do some fun posing as well.
looking good man
scedric
11-09-2007, 10:03 AM
Thank You Deto for this awesome method, really impressive. I was just wondered how I could make the rocks for the piedestal and you gave me the answer!
I agree with you Onelung, I'll post a new pic without lighting, I wanted to see how the model and the normal map react to a more realistic lighting than the flat headlight.
Thank you all for the comments!
Glad to be of help :thumb:
scedric
11-09-2007, 12:14 PM
here is a new version without lighting
http://scedric.goldzoneweb.info/imgforums/tavorr_faba_071109.jpg
Pezzz
11-09-2007, 12:17 PM
This looks gorgeous. I really like your character, don't really have any crits cept the toes look kinda of off..
obi-one
11-16-2007, 11:02 AM
great model, the texture work is impressive.
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