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Tinker's sketchbook


Tinker
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Topo nearly finished, but problem with difficult of access places. Realy need tool to hide parts of topology. Work slow down significantly.

Btw, is there a way to remove that blue isolated vertexes?

post-1407-1248243931_thumb.jpg

P.S. Export-import mesh works not good. Some vertexes are on differen place after it, even after just re-import without edit.

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Topo nearly finished, but problem with difficult of access places. Realy need tool to hide parts of topology. Work slow down significantly.

Btw, is there a way to remove that blue isolated vertexes?

post-1407-1248243931_thumb.jpg

P.S. Export-import mesh works not good. Some vertexes are on differen place after it, even after just re-import without edit.

This is one important reason to use different layers for single objects. A good schedule is very important, as alway for complex models. ;)

I am curious.

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Hover over it until they highlighted and press DEL. (Thx to Akira) :good:

Woohoo thay gone! Thank you :) And thanks to Akira :)

This is one important reason to use different layers for single objects. A good schedule is very important, as alway for complex models. wink.gif

I have in voxels hands separated from the body, but wish i could do it with topology too, or just hide them.

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Woohoo thay gone! Thank you :) And thanks to Akira :)

I have in voxels hands separated from the body, but wish i could do it with topology too, or just hide them.

Yes, that would be really helpful. It is time for "Retopo-Layers..."

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Export-import mesh works not good. Some vertexes are on different place after it, even after just re-import without edit.

Toggle voxel layer visibility off when importing in retopo.(make it visible again after you've pressed enter)

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Topo, UVs and baking done.

post-1407-1248327957_thumb.jpg

post-1407-1248327950_thumb.jpg

7048 triangles, 2048x2048 normal and occlusion map.

yep, there are some little distortions, i think it will be ok after texturing.

Btw, 3D-Coat normal baking tool great! Nice normal map out of the box. No need of photoshop and bluring.

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I think i finished texturing:

post-1407-1248534641_thumb.jpg

post-1407-1248535192_thumb.jpg

7048 triangles

2048x2048 normal, texture+occlusion and specular maps.

Some animations left and ready to use in any 3d engine (i did it for Unity3D engine im playing now with)

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ИМХО по скринам текстура выглядит монохромно и грязновато :pardon: , возможно это из-за АО... + можно было бы добавить деталей на текстуре :)

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со стороны конечно виднее, но мне не нравятся яркие и чистые текстуры (аля варкрафт). Пятна и приглушенные цвета сделаны специально :)

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мне тоже не нравятся яркие и чистые текстуры... но я говорил про другое :)

PS на всяк случай... я не навязываю свое мнение, ты автор и тебе виднее :)

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I think i finished texturing:

post-1407-1248534641_thumb.jpg

post-1407-1248535192_thumb.jpg

7048 triangles

2048x2048 normal, texture+occlusion and specular maps.

Some animations left and ready to use in any 3d engine (i did it for Unity3D engine im playing now with)

Not much to say. I like the dark, end of time like style. :good:

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he posted his uv sheet a few page before dude.... :)

yeah I saw it and thats what I was refering to when I said it looks a little messy, its not evident on the model though so its still a very good job

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Little texture improvements as -Shadow- advised.

post-1407-1248878258_thumb.jpg

изменения хоть и не значительные, но текстура и модель стала выглядеть значительно лучше и живее :good:

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Thank you :) im happy you like it.

As for UV, i did it in "UVlayout" program, unfolded manualy and then auto pack it. As for me i dont think its so bad :) Yep, there much unused space, but model has many tricky shapes, hard to cut for compact pack.

post-1407-1248893043_thumb.jpg

Now i found much more efficient workflow than i used.

Its better to add greebles on texturing stage, not while sculpting. Voxel greebles make unwrap difficult bcos of detailled topology. On texturing stage its easy and effective to add greebles directly on flat surface. Time saving, and can be colored and with specularity.

post-1407-1248893369_thumb.jpg

I did this greebles in C4D than imported as a brush. 3D-Coat build dispacement channel, than i edited brush in PS, added color and spec. I placed it with single click on model with "stamp" tool :)

Next time im planing save much time with this workflow.

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