1. #1

    Default next-gen : Ninja

    This is a workflow practice im doing to get a next-gen model pipeline. I am using a concept created by ninjas at polycount.

    I made the base mesh in max and cut it up where I am guessing texture seams will be...then exporting each individual part out to zbrush for the main details...still very much WIP




    nin_render2.jpg


    nin_arm.jpg

    nin_glove2.jpg

    nin_torso.jpg

  2. #2
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    Why rae you doing it this way? Do you see any advantages? Higher polycount possible? And if there are no places to hide seems (like without clothes) what then? Are you going to put all this pieces all together at the end or keep them separate?

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    i have seen different workflows for normal map extraction and I am not really satisfied with the end results...it basically looks like a low res model with a per pixel shader slapped on it. I will be using some poly reduction to import the pieces but esentially I will build a low res version at the end ... then unwrapping it and laying out all the body parts in UV space...then I can detach the low res model at its seams and import the high res parts to get the normals. i think that this method will provide the most flexibilty for changes and also allow me to assign different shaders to the model

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    there are some anatomy mistakes :/ and this is visible the most :/
    nin_torso.jpg

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    Nice start model. After that things are getting a little weird.

    slocik is correct, what went wrong?

    I'm also curious as is [michael], about your approach and reasoning. I mean it's your time, but the argument doesn't really hold. Especially when you browse through the forum an review the highend including game content spread throughout. Just curious, perhaps you have information that some of us 'old dogs' (like myself) might find useful.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

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    Default Easy now big boy don't eat em all in one bite.

    Yep there are some mistakes but its starting to sound like a smack down thread. Its a decent start and with some work it has a lot of potential. Keep up the work.

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    Thanks Aaron dont worry man...im been posting on threads for years...I usually ignore the peeps with the destructive crits...im kinda happy with the results specially since im about like 8 hours in and I got this much. It's so hard to work on your own stuff at home when you use max 10 hours a day for work then you come home to relax...kinda discouraging I ran my workflow idea past some "big dogs" that I respect and they seemed to like it...they laughed cause they said they got proprietary stuff in house that does all that but essentially it is a similar workflow...which gives me the green light.

    In all honesty that six pack is not in the design and I need to take it out but I get so carried away with zbrush I cant help it...that extra lump under the pecs is going to eventually be a rib cage guard...atleast from what I can tell in the design.

    some crits on corrections would be cool

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    Well then, I'm all excited to see the final results.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

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    I am too its all in good fun man...all about the craft


    this is a screen grab that should explain the shapes a bit better ...had to explain that akward rib shape...some smoothing yet to do and im gonna show the clothing folds a bit more than in the concept.


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