ZBrushCentral

S.w.a.t

Thanks a lot all! :+1:
Guys, the dirt and the **** it’s not last purpose for realism. I can did it during for 10 minutes. My purpose was to make qualitative samples normal and diffuse maps.

aesis412
I used Softimage XSI for baking normal maps.
The high resolution mesh has full high resolution textures. It has the same diffuse color+bump map for fine details. I baked the diffuse map, normal map and ambient occlusion map at the same time.

fabianloing
certainly :smiley:

chindian
I"ll try to make a dirty version soon. But it’s city police man not the military.

cyril_but
Exactly , lol. Too many splitted parts of the body and props depending on
distance.However I didn’t split a parts being far apart

nellement
Thanks. It’s Softimage xsi, ultimapper.

Body: 11572 tris, 2x-2048, 1-1024: diffuse, normal map, ambient occlusion, specular.
Weapons: 3735 tris 2x 1024: diffuse, normal map, ambient occlusion, specular.

More shots:
Maps01.jpg

PS: ispired by Call of Duty 4: Modern Warfare :+1:

Attachments

Swat_R_00.jpg

Maps02.jpg

Maps03.jpg

Weapons.jpg

Swat_R_01.jpg

Swat_R_02.jpg

Swat_R_04.jpg

Swat_R_06.jpg

Swat_R_03.jpg

Huge work !
Great modeling and texturing !

:eek: :eek: :eek:

wake me up lol…thats wikked.Amazing detail love the poses :):).Textures are great ya M5 is awsome :):slight_smile: great work congrats on top row:):slight_smile:

look forward final results
including the game engine(FX)

great results, congrats with top row.:smiley: :+1: :+1:

A few quick observations on the final game model:

  • The eyes and teeth take up a lot of space on the head texture page. I’d recommend making the skin and hair texture fill the page from top to bottom, and then putting the eyes and teeth (small items) in a spare corner somewhere.

  • The character’s top row of teeth look very prominent! Moving them further up inside the head and maybe darkening the colour slightly to give the impression of shadowing might improve their appearance.

  • The bright blue colour of his uniform looks a little cartoony, in my opinion. Desaturating it a bit would work wonders!

Nice work overall, though! :wink:

Woooooooooow, 5*!!!

Hey, very nice model, and even greater details… if i were to crit something, I would darken the eyes a little on the texture map…and I would definitely de-saturate the blue on the uniform…

keep it up

cool stuff.:+1:

i had a problem baking low res from high res meshes that have normal maps applied. (xsi) It seams that the map produced this way is not accurate.
Have u run into this issue and if so how did u solve it?
Your work is amazing and i cant wait to see more models like this.
:+1:

I usually invert the green channel (Up and Down) of the normal map

You are a Really Artist.
Good Luck:)

:eek: wow good job. i like it.

great ! Top Row for me ! 5*

very2 important :

[normal_mistakes.jpg](javascript:zb_insimg(ā€˜113386’,ā€˜normal_mistakes.jpg’,1,0))

XCELLENT WORK ON THE CLOTHING WAITING TO C THE FINISHED 1:+1:

Awesome…now I know why my normal map was not very accurate…

interestingly, I tried the ā€˜tangents’ method beside a duplicate object with
ā€˜color at vertices’ and noticed no difference whatsoever in XSI version 7.0.

dunno what version XSI you’re using, but it didn’t change anything (sadly)
for me with version 7… <runs off to crazybump to see if the normals can
be ā€˜enhanced’ with brute force>

at any rate, thanks for sharing the tip. :slight_smile:

GOOD. I like it.