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Like pixel art, but less straightforward [3D dump]
#46
(10-19-2009, 11:05 PM)Kilgore Trout Wrote: Unwrapping the model, and then using pixel art to texture.
You can't do it with overly complex models, but it should be fun.

Also, if you need help making a drill in Anim8or, just ask. The first time I tried, it was a bitch to make.

Okay I get it now. That sounds like a cool idea.

Yes drills are fun to make, but I don't use Anim8or anymore since I could never get the hang of it.
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#47
I probably should replace "you" with "anyone", as that is what I meant. Big Grin

I don't use Anim8or anymore, either. Smile
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#48
That drill animation looks very nice. It must have taken quite a bit of dedication to get it too look that good. Smile
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#49
Thanks, but not really. I haven't actually touched it much. Big Grin

Posting to say that Zbrush is so ridiculously non-intuitive, it's even worse than Blender. I swear to god. Been 2 hours and I still can't figure out how to switch to front view, etc. None of the "beginner" tutorials actually cover this. I'm starting to think you can't do it in Zbrush. -__-

EDIT: Zbrush is for sculpting. Basically, import a mesh, and then give it awesome textures like wrinkles, etc, without affecting poly-count. But FUCK this app is UGH
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#50
I'm diggin' the drill man, and most everything in this thread, but work on your anatomy a bit. The one full body guy's proportions were out-there.

Still, keep it up. I'mma have to try 3D one day, ptoing tells me it's a lot of fun
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#51
Really? My reference had greek proportions, ie eight heads tall, so I shortened the legs and the pelvis. Can you point out the issues? Thanks. Smile

[Image: melolp.png]
Modelling from photos. Coming along fine, imo, although I fear that I will ruin it in the texturing process. Sad
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#52
I'll look into it this weekend, but man I dig that so far.

(p.s. why are you never on msn anymore)
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#53
msn lags like hell, idk.

Finished modelling the head, but it's in my other laptop. Big Grin

Gonna try modelling the hero from Project Mirror:
[Image: projectmirrorhero.png]

I want to try texturing something simple. I tried texturing the realistic body. Didn't work too well. Sad
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#54
well get AIM >:F

looks pretty boss so far.
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#55
So I finished the Project Mirror model (no hair yet Tongue) based on the sketch above, but someone else is using my other laptop. Yes, this is how things usually go here. :<
Have the head model instead.
[Image: melol.png]

Also it is nearly 3AM. Time to catch a few Z's.
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#56
[Image: scahead.png]
low-poly > low-poly with diffuse (fancy way of saying color texture map) > low-poly with diffuse and normal map > hi-poly

Just a simple workflow test. Took me some time to apply the normals, idiot that I am. This is how your next-gen graphics are made, people. Hi-poly normal maps on low-poly models.
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#57
1 hour bust
[Image: tribalhead.png]
low-poly model - with normal map - with diffuse map - with both maps - high poly for comparison

hi-poly is 37,120 faces, low-poly 146 faces

So Blender can handle about 50,000 faces with my specs (if i subdivide, Blender crashes), but 300,000+ with Zbrush
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#58
(10-29-2009, 09:39 PM)Kilgore Trout Wrote: 1 hour bust
[Image: tribalhead.png]
low-poly model - with normal map - with diffuse map - with both maps - high poly for comparison

hi-poly is 37,120 faces, low-poly 146 faces

So Blender can handle about 50,000 faces with my specs (if i subdivide, Blender crashes), but 300,000+ with Zbrush

Nice model there. For anyone that didn't know before, its pretty obvious by looking at that picture how much normal maps affect a model.
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#59
Yeah. Too bad Blender can't handle normal maps all that well. Looks like I'll have to try 3DsMax after all.
Also, after overcoming the shitstorm that is Zbrush's interface, it's actually pretty fun. It literally feels like you're drawing 3D. Now I REALLY want a tablet. Guess what I'll be saving up for.
[Image: ZRdfkWQ.jpg]
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#60
get a tablet pc. You'll thank me later.
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