Its really amazing post… I really apreciate the tecqnics u have applied. I have a one request. Can you please also add all the drawings for Shadowbox you have used to create the basemesh viz. teeth, tounge, etc. Though you have already uploaded some of them but need all of those Shadowbox drawings. Please… and thank you so much once again :)
Some really great stuff!
Santis, karmajf,Derek Frenzo: thanks guys! i appreciate the kind words:D
nirmalendu_paul: Thanks man! As of the shadowbox request, I assume you are asking about the masks I used to create those base meshes? well, I kind of just did them on the fly in zbrush so there isn’t really anything that I can upload. I just used shadowbox and quickly roughed in the shapes of the pieces I needed for basemeshes. Sorry if this isn’t much help!
Been seriously draggin ass lately! Finally got around to baking the normal map on hitgirl. I will move on to the AO and textures next. I wanted to experiment with SSS and mental ray but I may just take the lazy way out and use Marmoset again…it’s such an awesome and easy tool!
sgrell: yup, my thoughts exactly. the plan is to texture her out, rig her, and pose her in a normal stance and then do an action pose render!
Been really busy lately but I managed to get the diffuse texture on Hitgirl done. This has no spec map yet…normal, AO, and diffuse. I decided to keep the textures somewhat clean since she never really gets dirty in the movie. I am going to do the spec map this week and I am in the process of rigging her for posing. Any critique welcome! The render was done in Marmoset.
dude you’ve put it in lowpoly and everything! nicely done man!
Wow, nice model! Is it me, or does the footwear look a little odd? I’ve noticed this before and wondered what it was. Does it have something to do with having perspective on/off? Just curious…
Killer job - Mike
Ditto on the boots… something almost seems like her right foot is turned the wrong way. I was thinking it was just me.
Have a blessed day,
-kmkenpo
Marco Splash: Thanks man! Always means a lot comin from a talented artist as urself!
ChillWill Graphix, kmkenpo: The foot huh? I never noticed this myself. Does Marmoset even have a non perspective option? If so, I could play with that. The boots are completely symmetrical so it can’t be one foot being off. Maybe if someone could do a quick paintover to show me what exactly is off? Thanks for the feedback guys!
Here is a paint over and suggestion…
Have a blessed day,
-kmkenpo
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I fixed the foot a little. It’s definitely also the perspective of the camera because the foot really isn’t bowing out that much on the model. In any case, I also did a first pass on the spec map. On the left is with no spec, on the right with spec. Again, any critique or suggestions are welcome!
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your work is great m8. I am new to zbrush and i really love how you showed how you started and how you finished your workflow. well done m8y u got a talent
really nice work here sarakawa.
hitgirl, looks so darn cool.
thanks for the tuts…
-r
I really like how she’s looking. So are you doing your baking directly in Maya?
3xtigy, rasmusW: thanks guys! appreciate the support!
zogthedoomed: thanks man. no, i bake all my maps in xnormal and then texture with the model in marmoset for the time being. i really gotta start using some 3dsmax and mental ray though:) marmoset is just so nice and easy!!!
So do you prefer xnormal to Maya or is it for technical reasons? Its just that I’ve heard that Maya will give you better results but that xnormal will handle high poly counts better.
And when you bake do you bake it all in one go or do you separate off say the belt accessories. I’m pondering the best way to approach my own model.
I bake in xnormal for several reasons. I’ve personally heard its better and easier than maya. Xnormal can prob handle higher poly counts as well. Of course, I still have to decimate most of my pieces since they are so high out of zbrush to begin with. It’s a pain but decimating is important cuz it will make the baking faster and easier on you in the long run. I bake differently depending on the character. In the case of hitgirl, because I retopologized a lot of her accessories separate from her body, I pretty much baked out a bunch of pieces separately. If I had modeled her low poly cage more as one piece, I prob would have baked her out in less pieces. so, it depends on how u wanna approach it. xnormal has a cool feature where you can adjust your low poly cage on the fly to encompass the high poly completely and it will auto save out the new cage mesh. In the end, it comes down to personal preference.
Thanks for that. It’s many years since I worked in games and I’ve not done a full blown next gen character for a long time and no sculpting was involved then. I mostly do hi res for FMV and stuff so this is new ground. Thanks again for the details.