in max 7 and 8 theres a shader called NormalBump which you can apply into ur Bump slot on a regular shader, look it up online you should find a tutorial on how to use it. Max 8 has an improved normalbump which fixes the display or mirrored objects.
My bad, didn’t have time to read the thread till I got home from work.
cheers,
-t
That’s a really impressive Work Rawkstar !
5000 Poly’s that’s really really amazing ! i’ve got one question for you ! does your character can be load in a game engine like source or unreal engine with the same level of detail ? Have you try a real a time rendering of him !
Cause when i see this kind of stuff ! my god i can’t wait anymore for futur Games on Next Gen Machine !
if this went into the unreal engine its possible that it would look even better, since unreal has hdr and sss and it handles spec really well. this is a very simple render, just using scanline and no gi or any sophisticated shaders.
Future games are going to look really amazing its definitely getting to a point where ingame art is very close to the cinematic quality prerendered movies
As a student in CG i was first attract by VFX industry ! But Man when i see this kind of stuff there no hesitation my Futur is in the game industry !
for my final school project i am preparing a short game base on Source engine ! Do you know if source is able to render as Good as UTEngine ?
Thanks for sharing ! and please Post More stuff on This forum !
Exelent work !!! small_orange_diamond
small_orange_diamond
Imust learn still so much:D
no unfortunately in my experience source is not nearly as good looking as the new Unreal engine 3, source does some things really well, but its not as advanced as u3
Stunning picture rawkstar!!!
I have 2 questions:
- I’m interested in how did you make these , let’s call it “souls” flying around his staff? a particle system rotating around?
- How did you export this “soul movement” and in general the material data to your engine? Using specular maps ?
Thanks for your reply
the floating souls are 6 tri planes with alpha theres no particle system or anything fancy like that.
mostly because this isn’t in a game engine its just a render from max. and there aren’t any specular maps on the souls either.
I was experiencing inappropriate twitches when I first saw the high poly models for this, but the textured one is even more stunning.
Any chance of you posting the texture map (even watermarked, or just part of it) please? I’ve been trying to get a look at textures for game models using normal maps for future games but haven’t been able to find anything decent yet.
PS. Just awesome
the fullres diffuse and normal maps are here:
http://www.t3h-v.com/folio/corum.html
heres also a smaller image with most of the textures on it, diffuse, spec, normal, emissive
You Sir, are my king.
Fantastic work. I need to get in this Normal map thing i think…thanks…very inspiring stuff.
21 x5stars !! going for a reckord, or what ?? :]
This looks fantastic. I do have a question that maybe some others may answer. How did you import your model with tris? I thought ZBrush isn’t a happy camper with tris and ngons for that matter? Or was it modeling in all quads and then converted to tris for game/animation purposes?
Thanks,
roger
The highpoly was built separately, the lowpoly was built on top afterwards, i work mostly with quads, except for the ingame model where the main thing that matters is optimization over having the mesh be all quads.
Whowly shaiben! Godlike work man!
I’m working something quite similar at the moment for my diploma work but I’m supernoob with Zbrush and lightyears behind you. God I’m happy if I can do something even close to this. Thanks for the thread it’s nice to see low polygon stuff here.
ps. Now when I know you can help me with this - please goto
http://www.zbrushcentral.com/zbc/showthread.php?t=33811
rawkstar,
beautiful work! It’s really fun to see how talented people can translate highpoly info to lowpoly models. I’m working on that right now. The whole UV unwrapping and texture export from ZBrush to Maya is still a bit of a mystery to me, because of my lack of experience, but it’s cool to see really good artwork coming from ZBrush to another 3D package. My hat’s off to you! Great work!
Mike
exellent work
Beautiful design and trabslation in 3d.
It’s a surprise to see a half unwrap model using Normal map, I always had problem with that.
For Normal map I unwrap my character entirely (two arms, two legs…) it doesn’t seems to cause artifact in your case?
Your worflow is high poly (Max/ZBrsuh) reconstruction of a low poly for efficient polycount, UV, and Normal map generation (with Zmapper).
I’m in a R&D period for a halflife convertion, I did it like I just told, with up and down, need to touch up the normal map in Photoshop (not easy), and I had the bad idea to start from the middle Lod;
For color texture did you pre light your model and done a texture baking to have a base for painting or all job is done in PS?
When you paint a color map you need to simulate a light siurce, is it from above, staright on…?
My next character will include clothes and armor parts, I’ll try to acheive your quality.
the only base i used to start texturing from is the blue channel from the normal map. and no there is no lightsource baked into the textures, there are links to the textures just above.