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Old 05-02-2008, 07:44 AM   #611 (permalink)
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the hard surface stuff, is that sculpted or modelled in a 3d app?
Looks sick. The meaty hand is my fav!
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Old 05-02-2008, 10:43 AM   #612 (permalink)
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Nice door BJA here are a few things i noticed.

The diffuse just barely shows the material difference between the concrete base and the stone wall. Partly cause of the lighting in the photo source. Photos are good references but make getting a good spec or normal map hard because the layers aren't painted. With the time spent on modeling a sweet door id recommend using some overlays and painting the grime.

Spec is way to shiny and doesn't differentiate between materials. The worn areas of the wood are lighter then the polished areas in the spec map. This would never happen. Old wood doesn't reflect light. New shiny varnished wood does.

Spec maps are not just a desaturated diffuse with the contrast turned up bro.

Normal map could use some variation to show the seams in the stone, worn areas in the wood, damage on the concrete. Even a quick crazy bump pass with a light overlay would give it some deffintion and help push the spec map.

Good start man keep after it.
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Old 05-02-2008, 12:25 PM   #613 (permalink)
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Old 05-02-2008, 12:55 PM   #614 (permalink)
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Quote:
Originally Posted by Addi View Post
the hard surface stuff, is that sculpted or modelled in a 3d app?
Looks sick. The meaty hand is my fav!
everything is modeled in maya, then the fleshy part sculpted in zbrush and rendered in zbrush
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Old 05-02-2008, 12:57 PM   #615 (permalink)
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nice one junkers.. thats hilarious.
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Old 05-02-2008, 01:12 PM   #616 (permalink)
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@Ironhawk: thanks, I pretty much have to agree with everything you mentioned I did a crazybump overlay, but it looked too noisy and bumpy so I didn't keep it. Will give zbrush a try next time and make a decent highpolymodel for the concrete.

Last edited by BJA; 05-02-2008 at 01:19 PM.
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Old 05-02-2008, 03:43 PM   #617 (permalink)
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I began this a while ago before I knew about normal mapping and such. So I went back refined the model quite a bit, scrapped the last map for it and decided to start over, I had to put put it on the back burner for a while because of a new job. That being said, any helpful criticism would be appreciated, especially the spine area, not sure if thats to blocky or not polys: 2,811 polys App:Max 9




Last edited by Androidtool; 05-02-2008 at 03:46 PM.
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Old 05-02-2008, 04:13 PM   #618 (permalink)
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Ben: Sick model dude Can't wait to see a lowpoly verison of it later if that's what you're intending on?

Andriodtool: Neat model, makes me think of Grim Fandango Might want to refine the shiloutette of the skull tho, and not sure the jaw needs that many edgeloops. And your chest/stomach area looks a bit messy.


_______________________________________________

Another update on this thing.. still not too content with it.. not sure what to do though.. so any comments and crits would be greatly appreciated before I call this finished



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Old 05-02-2008, 04:21 PM   #619 (permalink)
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Tiros: thanks for the input, I modeled the chest area with a pic of the jacket in my viewport so I tried to put vertices and edges where pockets and zippers will meet on the map. You said you wanted to see a low poly version, lol this is supposed to be a low poly version but thats why I posted it to see if anything needed to be fine tuned. so if 2,811 polys isnt low poly whats a good number to cap myself at?
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Old 05-02-2008, 04:59 PM   #620 (permalink)
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Quote:
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You said you wanted to see a low poly version, lol this is supposed to be a low poly version
I were refering to Ben's model
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