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Old 04-09-2009, 01:12 AM   #1 (permalink)
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GAMC #2 - Greg3D

I stumbled into this forum when the comp #1 started and it looked pretty cool, thought I'd give this one a shot. My schedule has been pretty tight, started this on friday and worked on it when I could. Pretty much used this to give the new zbrush on the mac a go.... with mixed results. First real try at working that into a flow, still deciding if it's worth the hassle....
We'll see how much I can get done before the deadline, I only have tomorrow to really pick at it (going out of town for the long weekend).Either way I'll see if I can post some of the Wip and 'early goes' at it.

Really amazing stuff I've seen in the forums, can't wait to see how this all turns out.
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File Type: jpg chair.jpg (343.7 KB, 56 views)
File Type: jpg textures.jpg (380.7 KB, 26 views)
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Old 04-09-2009, 02:00 AM   #2 (permalink)
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The mesh looks pretty sweet, and the normals are working too, but diffuse map could really benefit from some more hand painted detail, and the spec needs some work to get it looking more like leather. All in all, a pretty solid first post imo.
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Old 04-09-2009, 10:36 AM   #3 (permalink)
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True enough on that comment, the only part that I really 'hand' painted was the chair back. I've isolated those layers in the attachment. As you can see the color changed, didn't like the red. Again, you can see I've only really put a little effort into the chair back, the rest could use the same treatment (and the back could use even more).

I'd still consider this a rough "pass" as I'm not sure this is the direction I want to take it, it's still very flat and uninteresting, nothing really for your eye to linger on. I feel the overlays, ect are too over the top and don't blend very well with what I've got going on.

Your entry is awesome btw, saw it before i went to bed last night. Truly inspiring.
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File Type: jpg hand-paint.jpg (104.8 KB, 12 views)
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Old 04-09-2009, 11:06 AM   #4 (permalink)
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Here are some pics from earlier on in the process. I block in the form in maya, and couldn't really decide how far I wanted to take it before jumping into zbrush. I honestly feel like I should have almost taken the low poly all the way before I took it into zbrush. I wasted a day wrestling with zbrush to get it to spit out normals (I ended up having to do a transfer maps in mayafor both the normal and occlusion). I tried 'rigging' the high mesh with the low mesh 're-topology' but for some reason it would make me a different mesh. I never had that happen before, even then the normals button would still be greyed out. I couldn't get it to take the uv's... mabey it's a mac thing.

I ended up breaking it into separate pieces to sculpt them one at a time, not sure if that was my downfall and caused the headaches for zbrush. It did kind of help for the backup plan for transferring maps in maya - but again I had to stuggle. I didn't give myself enough depth on the z-sculpt and when maya was doing the transfers it would read the back side faces. I fixed most of it but you can see the normal maps look like hell on the front of the seat, the same thing happened everywhere any of the separate objects met. I (half) fixed everything else, but there isn't enough to go on to fix those guys. I assume I'm not alone with these kind problems?
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File Type: gif wips.gif (46.0 KB, 6 views)
File Type: jpg sculpts.jpg (185.4 KB, 16 views)
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Old 04-09-2009, 04:06 PM   #5 (permalink)
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minor update. I think this will be the last one that my time permits. I was able to squeeze in a 1/2 hr. The legs are too uniform in color and bland/ uninteresting.

3 sheets 1024x1024 (color, normal, spec)
2000 tri's on the nose.
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File Type: jpg update.jpg (112.5 KB, 22 views)
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