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  1. Joe W.I.P.

    Hello,

    I've just started working on a new character (starting with the head) for which I thought I'd post up my W.I.P. so far, and open it up for a few crits.



    The head is 1294 tris, and has one 512*512 colour map and one 512*512 normal map. Lowpoly modelling in Maya with the maps created in Photoshop.








    Here's the Highpoly sculpt version of the head that I generated the normal map from.






    And a tarted up screen capture of the colour map and normal map together to get a overall feel for the character!...
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  2. Japhir's Avatar
    Japhir is offline
    Location: Utrecht
    Posts: 1,080
    that is so awesome! great character!
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  3. Robe's Avatar
    Robe is offline
    Location: distrito federal
    Posts: 42
    i like that.. the 3/4 and front view, but the side .. the proportion are good, but that long curved line between the nose and nape...
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  4. Kalango's Avatar
    Kalango is offline
    Location: Fortaleza
    Posts: 661
    the texture dont seems to capture all the highpoly details, its a bit dull and stiff. the high poly gives him one sort of "old guY" feeling, but the texture shows that he's young....pretty cool character btw.
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  5. BigJohn's Avatar
    BigJohn is offline
    Location: Los Angeles
    Posts: 1,927
    Very nice stuff. I like it a lot.

    Any chance you could post the texture? I'd love to see it
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  6. yoyomon is offline
    Posts: 246
    Nice head. I can't really see the normal though. It looks all hand painted, which is looking great.
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  7. Hey,

    thanks for all the comments.

    I'm fairly new to characters (although I've been texturing for a few years now) so it's good to get some other views. Sometimes you can't see the 'wood for the trees'

    Kalango: Yeah, you're right on the texture, it is lacking in some dynamic range at the moment (perhaps even a little monochromatic?!), need to mess with this and add more of the highpoly details in.

    Robe: HA! yeah I did debate on whether to have a nose bridge or not. But in the end I went with my original hook nose design!

    yoyoman: Yeah perhaps the normal is a little too subtle. I think I was just trying to avoid the 'extreme' normal map look.



    BigJohn: Heres the 512*512 colour and normal map...

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  8. Mike_K's Avatar
    Mike_K is offline
    Location: Cambridge
    Posts: 906
    very good!
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  9. nazeil is offline
    Location: San Diego
    Posts: 290
    I dig it!

    If you didn't want to push your normal map to much further you could bake out a cavity map instead. and then apply that to your texture to help bring out the wrinkles.
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  10. Here's an update on my character, as usual all crits are welcome...



    naziel: what software do you recommend for the cavity map? I've been working with 3Ds Max recently, and while I've succesfully rendered out a normal map i'm still having trouble with occlusion/cavity maps!!
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  11. nazeil is offline
    Location: San Diego
    Posts: 290
    I find that zbrush does a decent cavity map. I'm a maya user, which does decent AO, but Faogen does even better.
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  12. HntrLuc's Avatar
    HntrLuc is offline
    Location: Montreal
    Posts: 263
    really cool work man
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  13. poopinmymouth's Avatar
    poopinmymouth is offline
    Location: Koeln, Germany
    Posts: 439
    Really awesome work so far. Reminds me a bit of Pior's work.

    Love the face.

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  14. Hello,

    thanks all for the comments! :lucky:
    This is not much of an update, but I managed to fix the face a little and do a little colour correction, and combine a cavity map with the texture.

    nazeil: Thanks for recommending Faogen, I haven't tried this yet, but I will test it out.
    In the end a friend suggested a free program called Xnormal which is a fantastic little bit of software and I was able to render out the Normal/A.O./Cavity maps that I needed, and also view them in its own 3D viewer! Sweet!

    Recommended if you've never used it before.






    Still needs some work, but it's getting closer to how I want it to look.
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  15. Japhir's Avatar
    Japhir is offline
    Location: Utrecht
    Posts: 1,080
    very cool! the arm in the post before this is placed a bit too low, but i guess it was just a temporary one right?
    keep it up! looking forward to updates!

    (oh and everybody uses xnormal)
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  16. Oh Yeah, that arm is slightly low, thanks Japhir. I'll take another look at that.

    HA! HA! I guess I was just the last person to hear about XNormal
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  17. sweet texturing and nice style with the nose
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  18. Kaneth is offline
    Location: Stafford
    Posts: 15
    I think this will be a top notch model when its complete.
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  19. Hello,

    Thought it was about time I returned to this character, get something completed for once!

    Decided to make it a little more asymetrical, remove one of the arms, and replace it with a mechanical one.







    Also, did I quick paint over to decide on the design/colour scheme etc of the armour, not sure about it at the moment tho, seems to have gone a bit Halo-ish?!?








    C&C would be appreciated.
    Thanks.
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  20. SuPa-'s Avatar
    SuPa- is offline
    Location: Roanoke
    Posts: 332
    It's great to see an update on this!
    And I think the paint over design is pretty solid
    Reply With Quote Reply With Quote #20

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