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Old 20-06-2008, 02:21 AM   #811 (permalink)
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Originally Posted by Talon View Post
I think I'm about ready to call her done, unless there's any major crits (or really small tweaks).

I'd like to dedicate this weekend's going to be about overhauling the folio site and stuff, but I'm sure I can spare some time to make changes. I'll also try and rig her before then.

Screenies from HLMV (Ep2 Source engine) this time. Looks a little odd in it, I think mostly because the engine gives much more preference to the straight diffuse and I'm trying to lean away from that with this model. I might put her into UE3 instead, see if the results look more polished.

*edit; Ergh, and oh yeah, there's some horrid mipmapping seams that I need to take care of.
love the subtle dirt, well done. nothing to crit from my end once the mip mapping seams are taken care of.
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Old 20-06-2008, 04:41 AM   #812 (permalink)
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Stupid Maya decided to ditch my body updates so only a head update this time around... Effing Maya POS...

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Old 20-06-2008, 05:22 AM   #813 (permalink)
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Stupid Maya decided to ditch my body updates so only a head update this time around... Effing Maya POS...

looks good, I think I would try changing the armor on the forehead a bit though. like the face though, very cool eyes.
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Old 20-06-2008, 05:33 AM   #814 (permalink)
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Quote:
Originally Posted by Talon View Post
I think I'm about ready to call her done, unless there's any major crits (or really small tweaks).

I'd like to dedicate this weekend's going to be about overhauling the folio site and stuff, but I'm sure I can spare some time to make changes. I'll also try and rig her before then.

Screenies from HLMV (Ep2 Source engine) this time. Looks a little odd in it, I think mostly because the engine gives much more preference to the straight diffuse and I'm trying to lean away from that with this model. I might put her into UE3 instead, see if the results look more polished.

*edit; Ergh, and oh yeah, there's some horrid mipmapping seams that I need to take care of.

Cool. Yeah, the seams are priority one. Definitely try throwing it in UE3 because the normals could be more pronounced, particularly on the pants. Plus UE3 tends to make things look real pretty. Don't forget to show some scalp between her cornrows. You could also make the leather holster look used by making it a darker, shinier brown, and leave the worn areas lighter like so: http://members.arstechnica.com/x/skyslash/Boot.jpg

I also think you can improve her face without messing with the normals by just pushing around some verts, so I did a quick liquify example.



Sounds like you're near your deadline, but she's so clean it's like the bomb hit/virus broke out yesterday. The dirt pass is crucial!
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Old 20-06-2008, 05:55 AM   #815 (permalink)
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Render of in-game car model.

Since I'm new I thought I'd post an example of what we do.
This is a render of one of our cars for our current game.
The car and textures are game resolution.
20,000 polygons (level of detail 1)
1024 paint texture
1024 mechanical and engine texture
512 interior texture (The interior level of detail uses 1024)
512 wheels
512 tyres
gloss maps and normal maps vary

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Old 20-06-2008, 06:51 AM   #816 (permalink)
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Cheers, Josh (and Flo).

I may tweak the face a little like suggested. Mostly around the eyes, but I'll keep the jawline as-is, I kinda like it.

The leather does have a pretty worn effect on it already, it's much more apparent when the model is moving past lights and none of the spec stuff that pushes the effect is really noticeable in Source which is a bit annoying :/ I'll see about pushing it further if it doens't work too well in UE3.

The cornrows are actually dreads, which are a lot more fuzzy and sit above the head, rather than being tightly bound to it. So after the second row, you don't really see a lot of scalp.

Someone on polycount also mentioned she was too clean, so I'll do another dirt pass on her with a more generalised spread.
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Old 20-06-2008, 06:54 AM   #817 (permalink)
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maybe it's just me, but the tires look like they wouldn't hold very well on the road... are you still able to fix that?
Otherwise seems like a very good job

Here's an update on my work. Testing normal map in UE3:


Here's also the front view to show the asymmetry in it.


Does anyone have any suggestions for improvement?

Last edited by Vincentez; 20-06-2008 at 04:38 PM. Reason: update on my work
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Old 20-06-2008, 04:28 PM   #818 (permalink)
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Working on a monster for a CG flik... was tempted to convert the model for my 3d game, but i resisted

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Old 21-06-2008, 03:13 AM   #819 (permalink)
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need to work on the diffuse and normal map more

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Old 21-06-2008, 09:25 AM   #820 (permalink)
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davidbaileySTARGATE - 6. 21. 2008. 07:08:01 GMT-0700, davidbailey80 Ustream.TV: .
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