WIP - hi-poly count version
Community Forums/Graphic Chat/WIP - hi-poly count version
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So, this is a work in progress sneak peek at my upcoming game character. This is the hi-poly version. After I finish (need to add the arm protection, etc) I'll add textures and bake it to a UV. Then make a low poly version based off of it for my game and make use of the high poly UV. By the way, the proportions are supposed to be cartoonish.![]() ![]() |
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looking good man. might be nice to make the arms in the same style as the legs, ie segmented body armour |
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After I finish (need to add the arm protection might be nice to make the arms in the same style as the legs, ie segmented body armour Top marks for reading the post there Ruz :) Excellent model so far - looking forward to seeing how your lo-res model works. |
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Top marks for reading the post there Ruz :) that bit was in my blind spot, mr forum police vorderman:) |
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Lookin' good! |
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Nice. |
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that bit was in my blind spot, mr forum police vorderman:) I feel slightly guilty about my comment, because just after I posted about you not reading the original post, I posted to ask whether Dustin is going to make a low-res model and apply a normal map to it. Then I actually read his post all the way through and found he had already said it, so I had to quickly edit my own post to remove the evidence :) |
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Looks great. Sci-fi themed I take it? |
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I think we tend to skim through forum posts . but anyway, its still looking pretty solid |
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Thanks for the kind words guys! Glad you guys read the full post (eventually). :) Yep, the game will be sci-fi in theme. I'll show more as I make progress |
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Impressive. A good bit of modelling there. Is it easy to produce a low poly version from a high one? Or do you just re-start and base it on the one you've got? |
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Thanks Steve. No magic trick for the low poly. I'll just load this guy into a background layer and build the low-poly from scratch based off of this one. |
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Love it! Armor, proportions and all. |
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Superb. What program did you use to render that, and how do you get that nice 'graininess' in the image? |
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Lightwave. It's a trick we use at work. Create a "Textured environment" that's full white. Turn on radiosity and select background only. You get that nice 'graininess' and some super quick render times. Also, add a grey image for the background so the pure white textured environment doesn't blow out the image. |
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I like it! I wish I could model... I suck at all things art. -- ~1/4 (about one-fourth) off topic -- Very nice portfolio Dustin! :) Seen lots of those commercials! The Hot-Wheels one was especially cool! :D |
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Dustin, thought you had a nice little trick for me in Lightwave to convert to low poly easily - aw well the hard way it is. |
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nice very nice what about using qemloss 3 |
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Thanks '*', did I spell that correctly? :) Thanks scribbla Not a big qemloss fan. I'd rather do it manualy. Actually it's pretty easy. I built the object almost completely sub-d. I froze the pieces in modeler at a patch level of 1. 50% of my work is already done. I only put in about an hour last night and already built out the entire chest area (400 polys, shooting for ~3k total). Hopefully I should have the low-poly version finished by this weekend! That is if I don't play hookie and start playing 1 of 4 games that I got for Xmas and still haven't opened. :) |
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Aaaaaaaand, FAILURE!!!! I thought I had a great system in hand. Make the high-poly object version; then make the low poly counterpart; then bake out the high-poly detail in a normal map and bake it onto the low poly version. This approach failed for 2 reasons. 1) The normal map had too many details and curves and as a result no matter what settings I tried it generated too many render errors. 2) The only way to see the normal map effect is with a traditional light. Kind of hard to bake a low poly texture with equal lighting using traditional lights instead of an illumination globe. Here's the results: ![]() ![]() Not disasterous but not what I want them to be. So I'm going to have to do a little more work. I'll go back to the high-poly object and generate a UV which will line up as closely as possible with the low poly version then bake out the detail of the high poly version onto the UV. It's do-able, but it's more work than I wanted it to be. |
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doesnt look that bad to me would be nice to see it animated and textured |
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Dustin, Isn't it tricy to do animated normal mapping anyways? - You should be proud though dude - the results shown here look fab and like Scribbla I would like to see it textured and animated. IPete2. |
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Thanks guys! Sorry, the previous explanation was a little off. I generated a normal map that I planned on using (baking) to make a texture to apply to the low poly. I wasn't planning to do any normal mapping in B3D. You're exactly right, it's way too tricky. The cool news is that I did finish modeling & teturing. But rather than just post another image, let me finish the rigging and I'll have a test animation up for review. I should have it up in a couple of days. |