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Posted 21 January 2012 - 02:06 AM
but yea, 4 fingers would have been cooler as for finger size, thought to make them equal for better clinch , it used to be smaller but came up like that i`m kinda pissed now that it's not easy to add another finger but eff it ) NO MORE !!! i want to start his weaomn, and a new character, and a few environments, oh and props , AND DRAW !! I MISS DRAWING ))) so yea all good things must comes to an endz
here`s the decimated objects btw
PROGRES3.jpg 252.24KB 1 downloads
progres2.jpg 162.64KB 1 downloads
Posted 21 January 2012 - 02:08 AM
Posted 22 January 2012 - 09:22 PM
progress5.jpg 168.06KB 8 downloads
Posted 22 January 2012 - 10:12 PM
HELP ... what if I decimated everything right ? And they don't have any other lower subdivision levels ... can I generate some random subd levels automatically randomly so it can low res it while i move? As now I have a 6 milion poly mesh with no lower subdiv levels right , so when i move it around it frames it like crazy Or is retopoing the only solution ?
progress5.jpg 168.06KB 8 downloads
Not sure if you need the low poly mesh to bake the details or for posing the model
U are using maya right? Well.. you can do it in max just as easy...
Get a very very low poly mesh (use decimate or even model it from scratch), rig it and than use wrap tool to drive the hipoly mash
PS: when I say low I mean cylinders with 8 faces for the arms and legs are good enough
Re-typologising is the only real option... decimate is quite bad for baking.
If you want everything to be quads Topogun might be the best option.
If you need it for games (so tris everywhere) I would just do it in maya if you never used topogun before... you'll get it done in a few hrs.
Edited by Liviu Berechet, 22 January 2012 - 10:27 PM.
Posted 23 January 2012 - 11:46 AM
hope that helps
oo and have you tried out 3d coat. all the badasses at work use it and its super easy and has an option where you can draw out your polys. I learnt it about 2 hours and im an idiot.
Posted 03 March 2012 - 07:39 PM
Any suggestions or such are kindly and sincerely appreciated I so proud this is coming up to smth, invested too much time in it already )
ShowMeAroundBiatch.jpg 486.24KB 62 downloads
Edited by Vick, 03 March 2012 - 07:40 PM.
Posted 03 March 2012 - 08:24 PM
Posted 04 March 2012 - 03:18 PM
Here's the final outcome, the only visual error I have is behind the belt and under the boot which don't really matter, but being an absolute idiot i`ll prolly reproject the boot and waste 2,3 hours for nothing but yea ...
Texturing next ... any suggestions on color swatches and or texture style would be awesome as I feel color is my least trained thing. So yea if you have any cool ideas about colors lemme know
p.s. how do I post a big image here not those invisilble useless thumbnails ?
p.s. 2 i realised I haven't showed the boot yet so here`s an older print of the boot as well
ZGrab01a.jpg 414.67KB 117 downloads
ZGrab01.jpg 154.9KB 103 downloads
Posted 04 March 2012 - 03:35 PM
Posted 05 March 2012 - 05:55 PM
I tried to add a NON similar gears of war backpack, no function but I kinda like it, It'll kill most of my poly count as I won't bake it as I want it separate from the anatomy (upper body so I can display both anato work and hard surface texturing separately, hope it works.
Any tips are highly appreciated guys and thanks for the kind words :*
ZGrab01ab.jpg 216.28KB 89 downloads
Posted 06 March 2012 - 10:45 PM
Posted 12 March 2012 - 08:24 PM
Posted 12 March 2012 - 10:47 PM
Posted 13 March 2012 - 07:02 PM
Here's progress so far, I plan to finish it by tomorrow morning at 7 ) (the color blockin ofcourse)
p.s This is just polypaint, not mapped yet
ZGrab0aa1.jpg 261.29KB 116 downloads pretyme.JPG 131.77KB 138 downloads
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