Advanced Member Garagarape Posted April 21, 2014 Author Advanced Member Report Share Posted April 21, 2014 Still a little rough, but, I'll call this sculpt done. Retopo time! Blaster to follow. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 21, 2014 Author Advanced Member Report Share Posted April 21, 2014 Quick baking test on low model part. Also fixed the head rear side that was completely different from the original. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member online offworld Posted April 21, 2014 Advanced Member Report Share Posted April 21, 2014 Heh heh... sorry, couldn't help myself Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 21, 2014 Author Advanced Member Report Share Posted April 21, 2014 Yep I agree with Yoda. Quad only is more clean. Forgive me Yoda, I'm not even a padawan Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 21, 2014 Reputable Contributor Report Share Posted April 21, 2014 Yep I agree with Yoda. Quad only is more clean. Forgive me Yoda, I'm not even a padawan I'm sure you'll find a way to...um..."Twerk" it out. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 21, 2014 Author Advanced Member Report Share Posted April 21, 2014 Ha ha! Here's my first "twerk" attempt. It has no meaning, but "deformers" are fun. This guy will be rather stiff in the end though. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 21, 2014 Author Advanced Member Report Share Posted April 21, 2014 Dunno if it's a bug or what, but I have strange retopo room behaviors if I try to import three different obj files on 3 layers... If I only import the trunk part at first, it's fine. Tried a clean-up of the geometry but nothing seems to be dirty (except I use tri + quad). Bed time. May be a solution will come out while sleeping. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 22, 2014 Author Advanced Member Report Share Posted April 22, 2014 Almost done with the body retopo. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 23, 2014 Author Advanced Member Report Share Posted April 23, 2014 Finished the retopo. This stormtrooper looks quite fat... 3 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted April 23, 2014 Contributor Report Share Posted April 23, 2014 It looks great! It will be more work, but why not have the armor separated from the body mesh? Then the twerk animation would look nice! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 24, 2014 Author Advanced Member Report Share Posted April 24, 2014 TimmyZDesign, Sir, that an interesting proposal. Yes, the shoulder pad would be better as different objects. Same for the bust and other armour parts. But I wonder if I can do that just by cutting those parts afterwards. Another problem is my very poor level in rigging. I choose a simple guy to learn basic rigging (You know, I gave up rigging the middle age footman because he was too complicated...). Anyway, for the parts non-covered by armour are black, it may be possible to tweak this guy in a second time, may be. I may try a simple one, then give a shot to a more complicated version with the same model tweaked. I hope I can make something nice of it. First he looks too fat. I'd like to fix that. May be in Maya with "component transform". Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 24, 2014 Author Advanced Member Report Share Posted April 24, 2014 Fixed the proprtions a little with Maya... Yes it is cheating. Anyway. The gloss effect and specular are wip. Coloring time. Ehrrr... He's black and white mostly. Quote Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted April 24, 2014 Advanced Member Report Share Posted April 24, 2014 Looking really good mate. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 24, 2014 Author Advanced Member Report Share Posted April 24, 2014 It's all thanks to 3dc + Marmoset Toolbag. No renderman skills here Good to hear Wave of light. Hope to see your work soon. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 26, 2014 Author Advanced Member Report Share Posted April 26, 2014 Getting closer to the final result. Still, I used the same texture for the gloss and the specular map and I don't know what's the good way... 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member GeneralAce55 Posted April 26, 2014 Advanced Member Report Share Posted April 26, 2014 That looks utterly fantastic! You seem extremely good at 3d-Coat Any chance of you doing a retopo tutorial? Your topology looks extremely clean and I'm having a horrible time with that! Best of luck to you and I can't wait to see more! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 26, 2014 Author Advanced Member Report Share Posted April 26, 2014 GeneralAce55, thank you for your kind words. It is all, "by hand retopo". This is quite simple, but very time consuming. But I think that it is still a good way to make a character easy to rig and skin and that binds properly (still I always fail with the rigging part of the work...). The most difficult part of a "by hand" retopo workflow is to move the camera into narrow places. To avoid this problem, I put body-parts on different layers in order to be more comfortable to work (by turning stuff "on" "off"). Another advantage of this method (rather old and primitive) is that you can export each high-res mesh separately and make several bakings of the normal map. Most of the time, if you bake the whole character, you get some baking errors where there are sharp angles and parts too close to each others. I think it is a ray cast problem or something like that. I'm not a specialist; some people tweak the cage around the model in order to control the normal map baking. I never managed to master this part of the work, and try to use a technique a colleague taught me about years ago. That's what was used at Epic to bake normal maps for complicated FPS weapons; they bake parts separately before putting them together to avoid the stains you often get with baking errors. Hope it helps. But once again. This is the primitive way. Cheers 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted April 26, 2014 Advanced Member Report Share Posted April 26, 2014 I have to agree. I almost always retopo by hand, now. It's the best way to get full control over your mesh and to make sure it's as clean as possible. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 26, 2014 Author Advanced Member Report Share Posted April 26, 2014 (edited) Yep. Autopo is a wonderful tool for things like static meshes or to make some tests or create things for pictures. But retopo by hand is my favorite. It is as cool as Uvs mapping! You suffer a lot, but when you're done, YEAH! It's over! You've got the feeling to have accomplish something big I like it a lot. It may be some kind of masochism, but I think that there must be a little pain in creation process. Still there's a lot of good tools to accelerate the process (curves and stuff). And there's a limit to the pain you can bare when your getting old too + today's technique limits wont last long. Someday we'll be able to skin characters of billion polygons (or not) See you! Edited April 26, 2014 by Garagarape 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 29, 2014 Author Advanced Member Report Share Posted April 29, 2014 Added a blaster to the stormtrooper. Made with boolean (substract from) and pose tool. It's time to make the rig... May the force be with me 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member online offworld Posted April 29, 2014 Advanced Member Report Share Posted April 29, 2014 Hey Garagarape, That's come up look great! Well done Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 29, 2014 Reputable Contributor Report Share Posted April 29, 2014 Looking good. Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted April 30, 2014 Advanced Member Report Share Posted April 30, 2014 vry nice lookin! Good job, Garagarape! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted April 30, 2014 Author Advanced Member Report Share Posted April 30, 2014 Thanks for the kind words! It will give me the energy to go further in doing something with this character. It's a real mess at work, but I'll try to find time to put this guy in a scene, with a nice pose. Need to build a Sci-Fi like corridor to get proper env map for image based lighting too... Quote Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted May 1, 2014 Advanced Member Report Share Posted May 1, 2014 The updates are excellent. You need something like this to put him in http://www.foundation3d.com/forums/showthread.php?t=16858 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 1, 2014 Author Advanced Member Report Share Posted May 1, 2014 Oh yes! I remember this corridor. It the place where they find Leia before jumping into polyester like garbage with weird alien snake Thanks Wave of light! Something simple like that could do the trick. May be it's not too long to do with modular kit parts. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 1, 2014 Author Advanced Member Report Share Posted May 1, 2014 Pain! Time to learn for good! With help of Mister Maraffi. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted May 1, 2014 Advanced Member Report Share Posted May 1, 2014 LOL, oh the fun of rigging...well done on the model. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 3, 2014 Author Advanced Member Report Share Posted May 3, 2014 Having a hard time on the rig. It's this laziness all these years... I'll try to fix things tomorrow (reverse foot + hand set-up). The model don't have enough subdivisions on the elbow too. A quick skin to test: 2 Quote Link to comment Share on other sites More sharing options...
Contributor BeatKitano Posted May 3, 2014 Contributor Report Share Posted May 3, 2014 Good work. Maybe ? 1 Quote Link to comment Share on other sites More sharing options...
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