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Re: FanArt Character Turtle dude

Posted: Fri Jan 06, 2012 7:44 pm
by nextbam
Hey !
Thanks Multivoxmuse for that nice post i really appreciate it! :) gives me even more reason to finish it except for the sake of finishing it xD.
I make u all PRE ORDER IT NOW!....*tabs back to SWTOR ;)*
Cheers

Re: FanArt Character Turtle dude

Posted: Mon Jan 09, 2012 7:03 am
by ageshero
That is outrageously amazing, can you go into any detail on how you make textures and a get into detail? I may need some advice or pointers on making my own original in game model, i have a forum called "Ageshero's The Avian Project" Which is for a bird man concept.

Im fairly new with modeling, but i know if i work hard and long enough i can produce some amazing stuff because as an artist i do indeed have an eye for detail in my own work. (hopefully that wasnt arrogant, haha)

Anyways, i see you definitely look like you know what you are doing model wise and everything, So if you ever have time, please stop by the forum or pm me with some input.

Re: FanArt Character Turtle dude

Posted: Fri Jan 13, 2012 12:22 am
by Korban3
Why? Why does everyone's models have to have such nice looking textures? Huh?
Oh yeah, it's because I didn't sculpt in details or make normal maps. :?
I really oughta learn how to bake a highres mesh to a lower res one so I can do stuff like that. And if I could bake ambient occlusion maps for the detail texture and just color it, I'd be very very happy. But how, how indeed?

Re: FanArt Character Turtle dude

Posted: Sun Jan 15, 2012 12:29 pm
by Andrige
Korban3 wrote:Why? Why does everyone's models have to have such nice looking textures? Huh?
Oh yeah, it's because I didn't sculpt in details or make normal maps. :?
I really oughta learn how to bake a highres mesh to a lower res one so I can do stuff like that. And if I could bake ambient occlusion maps for the detail texture and just color it, I'd be very very happy. But how, how indeed?
I could help you with that Korban3, using Skype and share screen. It's a bit hard to get your head around the process of making the low poly and high poly work nicely with each other at first, but after that it's fairly easy baking maps using a free program called 'xNormal'.
Just toss a reply if you'd like to do such a thing in the future.

Re: FanArt Character Turtle dude

Posted: Sun Jan 15, 2012 12:32 pm
by Andrige
Really nice work Nextbam, I'm totally loving the folds in the fabric and the definition of the muscles!
Can't wait to see how it'll look once you get to sculpt the finer texture of the skin ;)

Re: FanArt Character Turtle dude

Posted: Sun Jan 15, 2012 3:47 pm
by confused
I totally love the face and the shell, this character will rock! hope to see more updates ;)

kroban: baking normals in blender is very easy and robust. I also made the mistake of "aww this is surely difficult, lets avoid it until i really have to". If you've done it once it literally is a matter of a few minutes, here is a nice guide: http://cgcookie.com/blender/2010/06/30/ ... ender_2_5/ baking AO is pretty much the same.

Re: FanArt Character Turtle dude

Posted: Sun Jan 15, 2012 8:12 pm
by Korban3
Thanks Andrige. That might be fun to do sometime :D Maybe me, you and EdT could do that. He has the rigging down like a boss in Blender for characters, and I really need his help to do that stuff right :lol:

Thanks for the info on normal map and AO baking. Endo also posted some help info in my Gun Mod thread. I put up a .obj file in there of it as well, and was wondering if maybe someone could go check it and see if it is good for a low poly mesh for baking. I have no idea if it is efficient enough to be usable by OG, or any other games for that matter. After I've got that confirmed for a good low poly, and know what to do about the pump I'll start work on the high res detail one. I'm gonna put scratches and scrapes and scuffs and all kinds of goodies like that on it :D

Also, the turtle is awesome. Can't wait to see it working in game someday!

Re: FanArt Character Turtle dude

Posted: Mon Jan 16, 2012 4:46 am
by nextbam
As u guys are talking about workflow and so on.
I use blender to create my basemeshes which i then import to zbrush where i do the sculpting and rough color painting.
Afterwards i create lowpoly topology in blender and uv unwrap it there then i bake it in xnormal.
i extract ab ambient occlusion map one time with a ground plane and once without plus a normal map, vertex color map and out of the normal map i generate a cavity map. This is than taken into photoshop where i layer these textures and start refining and defining materials as diffuse map and specular map.
When i get to those stages i will try to make it maybe more transparent what workflow im doing.
cheers

Re: FanArt Character Turtle dude

Posted: Wed Jan 18, 2012 7:00 pm
by Andrige
@Nextbam: I should try out those programs to that extent as well one day, I'm stuck in the same rut with Maya and Mudbox mostly. Would be cool if you'd do some documentation of your work so please do :)

@Korban3: Sorry for not replying! My head has been obscured by the last big game project these few days. I forgot you'd actually need me to give you my username for that to happen at all. You can add me with "macswe" on le Skype if you'd like, then we can go from there :)

Re: FanArt Character Turtle dude

Posted: Sat Jan 28, 2012 8:54 pm
by Kolega
Keep up the good work!

Re: FanArt Character Turtle dude

Posted: Sun Jan 29, 2012 3:24 am
by KILLTHIS
Looks very great! Keep up the work, it's very good! :)