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-   -   April Challenge-Low Poly Character-Tweetytunes-Ada from Parsite Eve (https://simplymaya.com/forum/showthread.php?t=35411)

bullet1968 12-04-2011 11:47 AM

Mate you are fast tweety...thats a good looking gun dude...very nice.

tweetytunes 12-04-2011 02:05 PM

Ok here is the redo on the hands - got rid of the gloves - think i did well getting the hands down to 410 polys - bloody hate them and feet - kept some detail in the thumbs as I know there will be movement in them for final images, but not so much in the rest of the fingers, I can always add more if there is.

Think I`m almost done with the base mesh.

8400 poly`s

http://www.ravage3d.com/images/Game/Ada_1_10.jpg

s2-speedy 12-04-2011 03:46 PM

amazin work tweety! love how simple your making it so far. you'd never think theres only 410 polys in the hand. :)

tweetytunes 12-04-2011 07:57 PM

right took the main parts of the model in to Z Brush, but have a few questions at this point.

1) Is 36 sub tools too much (pockets, belt loops and straps) - should I go and combine the ones that match up with in Maya first ???

2) If I have two objects that I want to work on but they are both the same - eg the boots/shoes should I just take one of them in and then copy it over in maya after.

3) Is it wise to setup the uv`s first before applying the extra details or just do it after.

http://www.ravage3d.com/images/Game/...rush_Start.jpg

daverave 12-04-2011 08:47 PM

Hi tweeny Im no zbrush expert but will try and help
1.I would say 36 was a little high, things like pocket would have been better made in zbrush because as you make creases in the trousers you will have to change subtools to move them.
2.If you import them into zbrush as a pair symetry will still work on them
3.Do all your modelling first in the high levels then drop down to your lowest level then create UVs. you will need to combine(group) you model at some point to get all your UVs onto one map, use subtool master to do that.
Hope this make sence.........dave

mastone 12-04-2011 09:51 PM

more tools is more control, plus you can bake stuff out on a normal map en combine the maps ( so that small stuff can be pasted in a bigger map).
You have to create human readable uv's then however ( you need to be able to recognise the small stuff which don't require their own maps

Jay 13-04-2011 01:36 PM

Yeah Mastone is right, more tools more control. Though I would lose the front pockets on the trousers and just do a sculpt

Jay

tweetytunes 13-04-2011 09:45 PM

Well the whole job thing stressed me out abit so going 2 go see me family till sun back in sunny wales. Give u all time too catch up hehe. So no updates till then. health b4 maya and all that.

stwert 13-04-2011 10:55 PM

Quote:

Originally Posted by tweetytunes (Post 317929)
health b4 maya and all that.

Indeed! Take it easy, man. We'll still be here when you get back ;)

tweetytunes 22-04-2011 10:15 PM

Finally got my PC to my mums so getting to on my entry with the few days that are left - this break was a lot longer than planned. Man I have missed this lovly PC as my old one (now my mums) is rubbish.

tweetytunes 23-04-2011 05:27 PM

http://www.ravage3d.com/images/Game/Ada_2_1.jpg

Here is the start of Zbrush work. Is there any way to stop the face from scrinking so much when smoothed.

tweetytunes 23-04-2011 11:10 PM

http://www.ravage3d.com/images/Game/Ada_2_2.jpg

Here is some texture work - think I just need to fix the lip highlights.

murambi 24-04-2011 06:39 AM

Wow love the texture work

CGWolfgang 24-04-2011 07:40 AM

This looks really good! I can't wait to see the final entry! I especially like the hair. The way you did it give it the same feel as the way the original games do.

tweetytunes 24-04-2011 03:26 PM

Cheers guys - anyway here are the guns done I think.

http://www.ravage3d.com/images/Game/Ada_2_3.jpg

http://www.ravage3d.com/images/Game/Ada_2_4.jpg


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