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Topic : "3d Chaos head + face map - CRIT" |
EviLToYLeT member
Member # Joined: 09 Aug 2000 Posts: 1216 Location: CA, USA
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Posted: Mon Nov 06, 2000 3:55 pm |
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.. I really aint into 3d, but looks like the face map is being streached on the model. Maybe make the model smaller or face map larger? (Not sure... ) |
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LethargicBoy member
Member # Joined: 07 Aug 2000 Posts: 163 Location: Anacortes,WA USA
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Posted: Mon Nov 06, 2000 4:11 pm |
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right now the face map looks cool, is the model going to be real-time? can you afford to add a few more polys on the head? to bring out the mask covering his mouth a bit? to me the models seems kind of flat... |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Tue Nov 07, 2000 12:24 am |
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great awesome texture....
I don't like the 3D model though, I think I'll make my own imspiration calls! |
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Axl member
Member # Joined: 11 Mar 2000 Posts: 411 Location: London, England
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Posted: Tue Nov 07, 2000 12:32 am |
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This is the head of a 3d model I'm finally getting on with. It's the 3d rendition of an image I posted a while ago called chaos warrior, a kind of Dune/Warhammer Space Marine influenced piece.
It's still early days but let me know what you think of it.
Thanks.
This is the model,
and the face map.
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Rog[666] junior member
Member # Joined: 31 Oct 2000 Posts: 18 Location: Munich Germany
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Posted: Tue Nov 07, 2000 3:42 am |
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you might want to give your flesh texture a few different hues, and possible work on the contrast a bit more (at the moment it looks very matte and cartoon-like.. unless this is intentional)
as much as it is not a flesh colour, its good to add a few extra hues like green and blue, just to break up the tone a bit.
example:
i kind of err between doing 'realistic' textures and 'stylised' ones (like the above). stylised ones are far more fun as they dont have to be perfectly correct!
i agree with lethargic about the polys, maybe you could give it a bit more form?
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RoG-
www.3dpalette.org/~666 |
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Rog[666] junior member
Member # Joined: 31 Oct 2000 Posts: 18 Location: Munich Germany
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Posted: Tue Nov 07, 2000 3:52 am |
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REALLY quick example...
hope this helps,
Rog |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Tue Nov 07, 2000 4:41 am |
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In my opinion, When doing maps. . . don't think that since it's game character maps it has to be like this and this....since that's what ID does or like if there's some rules for this.
Try more to think that you are actually painting a clay model. But, realtime isn't good enough to calculate shadows yet, you must fake that, but not with a fancy lightsetting, that would never work in an enviroment were light change direction, but more a simple lightsetting so that you are capable of adding shadows. We usually just do a top light shading, not with high contrasts, but simply to be able to get out more variation and detailed shapes than there's in the mesh.
so, don't add lots of fancy colors, ambient light and such to make it interessting, it won't look right, just like some strange makup or color that don't belong there. Make sure the original shapes and color is interessting.
just my two cents about the subject. hope it can help in some way ?!?
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Joachim's Place |
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Rog[666] junior member
Member # Joined: 31 Oct 2000 Posts: 18 Location: Munich Germany
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Posted: Tue Nov 07, 2000 5:23 am |
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nice realistic textures Joachim, very tidy. Project IGI, right?
It all depends on the engine really, i forgot to ask what game this model was for?
some engines support limited shadowing (by vertex colours) like Unreal Tournament. Shadows must be kept to a minimum for this engine unless you want your character to look mostly black.
Some engines dont shadow characters at all, so 'false' shading must be added (like on my Quake 3 crusader above)
its a question of engine real time lighting, how realistic there characters are supposed to be, and ultimately personal style..
damn i think ive just confused myself
RoG |
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Axl member
Member # Joined: 11 Mar 2000 Posts: 411 Location: London, England
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Posted: Tue Nov 07, 2000 10:25 am |
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Thanks rog[666], Joachim and everyone else I'll take your comments and use what you've suggested to hopefully make something better looking. |
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gothic3n junior member
Member # Joined: 03 Nov 2000 Posts: 10
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Posted: Tue Nov 07, 2000 11:55 am |
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what do you guys use to organize the uv maps like that. im using the default uv settings in my prog(sphere, plane,ect.) but the wireframe templates come all screwed up. |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Tue Nov 07, 2000 5:48 pm |
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I usually unwrap the object by hand (IE I create all my UVs manually using a second version of the model that is layed out in a square area....) but that's a side affect of using a cheap ass program like milkshape to model. not sure how to do UV in MAX yet... |
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amnesia member
Member # Joined: 09 Feb 2000 Posts: 152 Location: brisbane QLD Australia
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Posted: Tue Nov 07, 2000 6:43 pm |
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Ug.. I hope that arm texture doesn't belong to the lady
UV's don't get any easier in MAX.
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,.-="`AmnesiA`"=-., |
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Zephyros member
Member # Joined: 03 Nov 1999 Posts: 50 Location: Portland, Oregon, USA
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Posted: Wed Nov 08, 2000 12:21 am |
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Hey rog, can I have that head model? |
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Rog[666] junior member
Member # Joined: 31 Oct 2000 Posts: 18 Location: Munich Germany
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Posted: Wed Nov 08, 2000 3:00 am |
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I use a few methods, but all involve laying out UV's by hand. I never use anything other than planar maps on defined areas. It takes a while to lay them out but it gives more control than using cylindrical or spherical maps.
I use either:
-Unwrap UVW if its a max object
-UVIEW if its a lightwave object
or the old 'pull a model apart, lay it flat and morph it back' method which is probably the slowest method..
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RoG-
www.3dpalette.org/~666 |
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