philnolan3d Posted June 19, 2008 Report Share Posted June 19, 2008 I'm trying to recreate the shoulders in the first attached image. So I painted the negative pattern on with the freeze brush and did a reasonably good job I think. Then I used a hard brush to fill in the color/bump/spec. It looks OK from straight on, but when you look at it from any angles it's all distorted and chunky. Is this something I did wrong? It looks like it's trying to deform a very low poly model, but it's almost 8 million polys for the 4 shoulder pieces. The texture res is 2048. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 20, 2008 Report Share Posted June 20, 2008 The distortions at the edge are because of low-poly carcass model. So if you will use textures for displacement or normalmapping is is not essential, just look lik it looks fron front direction. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 20, 2008 Author Report Share Posted June 20, 2008 Oh OK. I guess there's no way to change the carcass resolution after the model is loaded? I will be using it for displacement and normal so I guess it doesn't matter this time. Thank you. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 27, 2008 Author Report Share Posted June 27, 2008 so assuming there's no way to raise the carcass res, is it possible to export all of the maps, then reload the model with higher carcass res, then re apply all of the maps, so that its basically the same as it was before, just with a smoother carcass? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 28, 2008 Report Share Posted June 28, 2008 so assuming there's no way to raise the carcass res, is it possible to export all of the maps, then reload the model with higher carcass res, then re apply all of the maps, so that its basically the same as it was before, just with a smoother carcass? Yes, that is the way. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 28, 2008 Author Report Share Posted June 28, 2008 Thanks I was just now trying it with a test object and forgot to save the displacement so I was about to start all over until I got your response. Now I don't have to. Question though: Do I have to export then imoport the no9rmal map AND the displacement map, or just the displacement? Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted June 28, 2008 Report Share Posted June 28, 2008 Thanks I was just now trying it with a test object and forgot to save the displacement so I was about to start all over until I got your response. Now I don't have to. Question though: Do I have to export then imoport the no9rmal map AND the displacement map, or just the displacement? Only displacement Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 28, 2008 Author Report Share Posted June 28, 2008 OK thanks! Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 28, 2008 Author Report Share Posted June 28, 2008 Uh.. Hmm... Just out of curiosity I tried loading the model with the carcass setting as high as it would go, 301,120, and it still looks the same. Smooth from the front, all jaggy from other angles. The only difference is that my desktop gets really bogged down until I start hiding stuff. Quote Link to comment Share on other sites More sharing options...
Member bigsofty Posted June 28, 2008 Member Report Share Posted June 28, 2008 Is not an option to sub-divide the carcass on initial load? This would allow the use of the actual game model instead of a high poly version just for 3DC manipulation? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 28, 2008 Author Report Share Posted June 28, 2008 I would assume that's what the carcass resolution is supposed to do. But, for example, if I load the man head that comes with 3DC I'm given 5 choices for carcass resolution. All of them have the same effect as I was mentioning above. I discovered that the smoothing tool will clean up the jaggies, but then I don't have the nice clean edge as before, now I have a soft edge. I don't know ZBrush very well but I managed to get pretty much what I'm looking for, see attachment. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted July 1, 2008 Report Share Posted July 1, 2008 Zbrush displays actual polygones, so the picture there looks better. The actual polygones you can see if you will edit projection in PS. In general, if you want to make thick high details, you can use retopo tool to create configuration of poluygones that corresponds to details. Also, what is the meaning of thick layers on teh armor? Painting? If painting, it could not be so thick. Also, if you want to render it in future you will need very high subdiv level in renderer to show thick details correctly. So using retopo to make geometry to thick details could be the best way. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 1, 2008 Author Report Share Posted July 1, 2008 I understand. I actually have been redoing the details so they aren't raised as much, but the effect is still the same. As long as the texture outputs correctly that's all I really care about. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted July 1, 2008 Report Share Posted July 1, 2008 I understand. I actually have been redoing the details so they aren't raised as much, but the effect is still the same. As long as the texture outputs correctly that's all I really care about. Also, "Render" feature could be really useful in that case to estimate how all this looks... I was asked for this feature already. I plan to do it but not sure how quickly... btw, big thanks for text correcting! Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 1, 2008 Author Report Share Posted July 1, 2008 There is an open source renderer called Aqsis, I'm not sure how good it is or anything about the license, but it's used in Make Human. http://www.aqsis.org/xoops/modules/news/ No prob about the text, I'm not done yet. Currently in the 1500's not sure how far it goes. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.