ZBrushCentral

Next-Gen Game Character – WIP - Slog

looks really good.

as it’s in game, could you post pictures some pictures where he’s not cut out from the background? Would be nice to see him in an environment :slight_smile:

This monster is coming alive!!! Really nice texturing work!

Yong

:smiley: looks great what game will this beast be in

Thanks for the responses, I appreciate it.

Thanks allot, mattybyng, I’m really glad you like, and I am flattered by the though of my work inspiring anyone. There is so much great work here it’s hard to think that mine is any good when compared to all the rest. But I guess it’s like what that say: “you are your own worst critic“

MrLearner: I’ll see what I can do about getting some screenshots with an environment in the background. The only problem is that the character is in the DOOM 3 engine so there isn’t really much environment wise, that goes with the character, He looks a bit out of place in all the metal dark corridors.

SolidSnakexxx: I’m relieved that you like the texture work, I was a little worried that the main Slog skin texture might come off looking a bit dull, since he is just a naked beast, I added variations to it where I could. I guess it turned out well enough.

pixelsoul: the Slog is in the DOOM 3 engine, it’s not for any game per say, I just made it to put in my portfolio because I’m looking for work as a 3D Game Artist :slight_smile:

hey there. im kind of a bit of a newb with normal mapping and the such and i am currently modelling some in-game characters with normal maps in zbrush and im having a few problems…as far as im aware tangent maps are the only usable kind of normal maps on deformable meshes(aka characters) but whenever i render them out, the lower poly mesh’s normals are showing up as well as the high poly meshes normals…its kind of hard to explain in words so i included my normal map. the character was base modelled and unwraped in maya 6.5. the major problem areas are around the neck and the eyes. if anyone out there has had this or similar problems, please let me know if theres a solution…

thanks

Attachments

bad3.jpg

I’m no expert on this subject but I’ll see what I can do to help.

What program are you using to generate the normals? The low poly normals will usually show up in the final normal map, the final normal map it kinda like a blend between the high and low normals. My only advice would be to fix the normal puckering or burning on the low mesh, by adjusting the smoothing groups (3ds max talk) or editing the low poly geometry, and then the problem should go away. You can also just Photoshop the errors out in… well… Photoshop. I would suggest correcting each color channel individually. I seem to get better results that way when doing corrections on normal maps. I had some overlapping geometry that caused some ugly artifacts in the normal map that I corrected this way. Hope that helps somehow.

As requested by: MrLearner, here are some shots of the slog, In-Game, with some sort of background behind it.

It looks like he fits in and blends into the terrain quite nicely, almost too much so.

He really looks like he lives there, great job! How big are the texture maps?

Yeah Cubik, he fits in great. I was surprised by how well he fits in to this environment. He could call it home quite easily. He fits in so well that I think I might have to change his name from “Swamp Slog” to just “The Slog.” I named him Swamp Slog just cus it had a nice ring to it, that was before I even started modeling him.

The textures are 512x1024 for the body, 256x 512 for the carriage, and 128x128 for the color map on the metal and 256x256 for the normal and specular map on the metal.

Just a little note… I actually just updated “The Slog” concept art with an updated image with the new name. :D