The guard
#1
Posted 25 April 2010 - 10:21 PM
That being said, I've started some concept work on the guard. I based it on the notes in the enemies thread (http://forums.revora...showtopic=76680) as well as some pointers from duke.
So this is what I've come up with so far
I've been making a basic 3d model this evening and I hope I'll get to work on it some more in the week.
Fire away!
#2
Posted 26 April 2010 - 11:44 AM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#4
Posted 01 May 2010 - 09:47 AM
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#5
Posted 01 May 2010 - 11:08 AM
Sorry for the late reply. I've been totally bogged down with work this week, and thus I've made little progress since last time. However, I did manage to set aside a couple of hours to create a base model. I'm making alot of assumptions right now about both technical specs and art style, so correct me if I'm wrong somewhere
First! Here's a quick spin of the model so far
Some proportions have been changed since the concept (as those tiny hands looked a bit wierd in 3d space) and the proportions will probably be refined more as I go. It's about 3800 tris and should not pose a threat to animation flowwise
I unwrapped it last night, so unless there's any objections concerning polycount or flow, I hope to begin working on the highpoly as soon as possible (unless we'll not be utilizing normal maps?). Anyway, I'll probably post some wip's from the highpoly later this weekend..!
#6
Posted 01 May 2010 - 02:15 PM
Normal maps will be used, although I'd go safe and make sure most details fit in a 1024x1024 map. Right now I'm using a unwrap for my viking's body and a different unwrap for his tools, so if you are running out of space and plan to make all them weapons then consider doing that.
The biggest problem I see right now is the brim around the helmet is a bit too steep/90' on the angle compared to the concept. But everything else looks acceptable, some triangles here and there but I think that won't be a problem.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#7
Posted 01 May 2010 - 05:10 PM
Good point about the helmet! I fix!
And good to hear about both the normal map and different textures for character and gear That'll fit with my current unwrap.
So I'm about 50% done with the highpoly now, and I thought I'd post some wip's here just to make sure I'm not stepping on some toes with the current art style. From what I've seen (mainly the viking and the serf) the art style is somewhat unrealistic and cartoony proportions with more realistic surface detail.
So this is where I'm now (the grayed out pieces have not been worked on yet)
I've done a few testbakes on the tuniclike cloth, and most details should be preserved in lowres textures. Also the buckle is looking a bit off, but I'll deal with that and the helmet with subd modeling later on.
Back to sculpting!
#8
Posted 01 May 2010 - 08:40 PM
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#9
Posted 01 May 2010 - 08:59 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#10
Posted 01 May 2010 - 09:33 PM
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#11
Posted 01 May 2010 - 10:11 PM
@duke_Qa: You're spot on about the armor patterns! It's a stencil + some brushwork on top to make it seem less likely it's just a stencil Also I hope I'll be available some evenings in the coming week too. Hopefully there won't be that much stress and overtime as last week
So now I'm somewhat finished with the highpoly.
Here it is!
And here's a detail shot for all the fun stuff that will probably never make it to the normal map (and would probably just show up as a couple of pixels in-game anyway):
Just in case there's ever a gallery section or something..
Anyway. Off to sleep! Hope to finish baking out the normal map and getting started on the textures tomorrow
#13
Posted 02 May 2010 - 11:05 AM
I won't be able to do anything near that kind of insanity on my scenery bits..
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#14
Posted 02 May 2010 - 05:18 PM
I have to start stealing techniques from DJ(åhå, pen forkortning ) when it comes to modelling low-poly for sculpting: That beard and the face as a different mesh so you easily get a very smooth edge between them once you are done is a awesome way of doing it.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#15
Posted 02 May 2010 - 07:39 PM
@Duke: That is a nice nickname indeed! Having hair in a seperated mesh when sculpting is the quickest and easiest way of doing it I've seen so far. Plus you can make the rest of the face too (which is awesome)
@Bart: Thanks, man
anyway.. Baking is now done! It went smoother than I rememberd it to be
Here's a spin, realtime from the "awesome" Maya viewport.
The lowpoly now utilizes a 1024x1024 normal map and a color map of the same size (the color map is currently just the occlusion and cavity maps). Polycount got bumped up to 3900 after a few bevels n' fixes. Most of the details are still intact, so maybe I can use a 512x512 instead without any major problems. There's a couple of seams left and the low polycount kinda shines through on the sides and back (which look abit flat), but I think it'll work when it's in proper size.
Hopefully I get to do most of the texturing tonight as I'm probably gonna be stuck at work for at least a couple of days..
#16
Posted 02 May 2010 - 10:53 PM
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#17
Posted 02 May 2010 - 11:36 PM
Well, I thought I might as well post a wip so far (even though I'm about 25% finished or something)
Been working mainly with the color of the padded armor part of the tunic (or whatever it is) and the leather. So specular, skin values and metal are all over the place, but I'll probably get there soon enough
Oh, and it would be so awesome if we were to get some shader that supported fresnel/rim light in unity like the one on the screenshot!
#18
Posted 03 May 2010 - 08:26 AM
Even if that texture is a WiP, it could pass for final
Might I say though that his hands are weird? Probably intentional though
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#19
Posted 03 May 2010 - 09:38 AM
One can program your own shaders in unity3d, and there's plenty standard ones lying around and custom ones on the wikis, so it should be possible to find a battlefield-heroes-like shader for us.
"I give you private information on corporations for free and I'm a villain. Mark Zuckerberg gives your private information to corporations for money and he's 'Man of the Year.'" - Assange
#20
Posted 03 May 2010 - 06:01 PM
I aimed for somewhat deformed and exaggerated fat hands (what it would look like if pigs or cows had hands or something), but I do agree that they seem a little weird (not counting their non-human proportions)! My guess is the placement and shapes around the thumb, so I'll fix that when I get back home! And as duke said, they'll probably look better when not in bind pose
I'm also glad to hear about the shaders!
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