| Created at | August 30, 2010 |
| Created by | Samuli Jomppanen |
| Closed | October 18, 2010 |
| Shots given | 2 |
| Wreckupations | 3D Artist |
| Reference media |
Thumbs ranking
| Nicolas Mina | Male LHP suit WIP |
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8/88% |
| Faye Kotzia | Male bodysuit |
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1/11% |
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The Materia - The awakening -team is looking for your ideas and comments. Join and show your support for Materia - The awakening. Renewed LHP 3D modeling taskThis task is closed
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Closing NoteNicolas Mina has submitted the final version via project Forum, thanks to all participants, and specially Nicolas. DescriptionYes its back. After several attempts this task just doesnt seem to get done. I am now putting it up here too, maybe someone of you can pull it of? In short:
This task is currently slowing the project down greatly, as it is the only bit really, thats behind schedule. Attached 2pc of concept art and Danny from original materia. To show minimum level of quality. This task is closed. ShotsMale LHP suit WIPLHP suit wip with matt head for reference. updates: small details on suit and fast color test on Zbrush canvas and photoshop. A few details to add in and the highres LHP suit model will be complete. update: Wip render image of exported male LHP in blender. Its really rough because I didnt really have time to get it looking too good =/... I'll start baking soon and I'll post an image of the LHP with the normal maps. update: LHP suit with normal map. Started texture map of main LHP suit. update: I've UV unwrapped all objects and I've started baking in Xnormal. I've also been trying out some details and stuff on the diffuse texture like threads and wrinkles and all that. update: all normal maps have been baked. Male bodysuitI decided to give it a shot. I am new to blender. This is still a WIP and I would like some feedback. The face and the hands are basic shapes. I am not sure if the character is going to have on a helmet and gloves. CommentsLooks like a nice start. The character wont have a helmet, but you can also remove the head, as they are allready modelled as seperate objects, i also would leave out the hands for now too. |
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According to the "test" scene, in R-reel.. its polycount was around 50K and was relatively easily managed. How ever, if LHP eats 60k ..and we got 3 chars going about.. its 180K polys.. plus Lgirl.. There is small risk of overwhelming.. But then again, isnt the subdiv level adjustable per scene?
edit: Also there is many ways we can manage the polycount, like 2 passes. Chars on one and set on another.
High res render posted. you'll notice all the fine details that were on the HP Zbrush model. You'll also notice jagged polygon lines close to the shoulders and around the body. This is because its a 15k polygon model... I was thinking about going up one subdiv and using the 65k polygon LHP suit but that would be an overload of polygons in just one scene. I would really like some feed back on this...maybe the 65 k polygon LHP suit can be used and then those jagged lines will go away.
I'll post more images soon and I'll show off the comunicator thing. the angles in this image dont really help...
That communicator thingie, seems tad too big?
another update.
Looking REALLy good!
small update with normal map and early texture map.
updated with blender render image. Sorry I didnt show you guys the final high res sculpt in Zbrush...my computer couldnt handle it :S
Yeah!
My gods, you've been updating without new comments... The new screenshots look VERY cool. Just cant wait to get it into the "works".
WOW! O.O
Really cool stuff. Can't wait to see these models in action on Rf.fi. :)
Oh yes, that's some great work right there!
Oooh, wow!
Very nice. Looking good so far.