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Garagarape sketchbook


Garagarape
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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...

 

storm_12.jpg

 

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.

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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".

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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!

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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 

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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 :D

 

+ today's technique limits wont last long. Someday we'll be able to skin characters of billion polygons (or not) :huh:

 

See you!

Edited by Garagarape
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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...

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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.

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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:

 

storm_20.jpg

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