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Old 23-04-2009, 10:17 AM   #16
honestdom
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not to be mean but, whats an eyeball doing with arms and a baby-grow? :hug:
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Old 23-04-2009, 10:48 AM   #17
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and a what?
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Old 23-04-2009, 11:13 AM   #18
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A didn't know what it was either, so I googled it:

A Baby-grow:
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Old 23-04-2009, 11:30 AM   #19
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hey wow, it's an item of clothing for babys

hammer, there's no baby grow on it, it doesn't even have legs :p
as for the arms, what are we doing with arms?



how often do you see an eyeball dressed up complete with arms and floating on feet?
if the answer is somewhere along the lines of 'not-often' then i have achieved my goal
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Old 23-04-2009, 11:43 AM   #20
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meh, whatever

add some reflection! actually i was having a go at bodypaint last night and you can paint on reflections. quite cool.

Last edited by honestdom : 23-04-2009 at 12:40 PM.
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Old 16-05-2009, 08:33 AM   #21
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paint on reflections?
is that like... painting a reflection map, sort of like a specular map?


now this character has new shoes
the top of each shoes is slightly rotated to match the body's curvy-goodness. it's decided that they are magnetic, hence why the main body floats above them (and also because i don't want to change the black armour thingy again to make room for legs...
the feet were made the same way as the body... drew on the funkyness and duplicated the faces.


added gloves
because the possible textures on the arms might not go too well when transitioning onto the hands



so here it is from the front


and from the back
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Old 21-06-2009, 10:07 AM   #22
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with checkered grid, took a while to layout the UVs for this... longer than expected..


brought into ZB because i'm not going to model all the little gold viens on the body and then use Transfer Maps


displacement applied to the body


displacement not applied


as you can see the displacement worked, but how come it inflates everything? i changed the alphaOffset in the colour thing to -ve half the alpha gain..
also, it's screwing up the arms too, so i wiped over them in photoshop with the colour of the background and they still do the funky distortion thing..
also using spatial approximation in the maya approximation node

hand, as you can see i didn't really do much with this. the displacement is on here so it's slightly screwed up


feet, complete with a phong shaded metal thing


close up,
not all the detail got transfered to the normal map for the body, the body is meant to be slightly bumpy, but not too bumpy
is there a way to increase the bump on a normal map?
oh wait, it's not even on the map... is there a way to make it appear on the maps?



now i just need to re-textrure the iris and finish the sword....

any idea how to get displacement maps to not inflate the whole model?
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Last edited by Chirone : 21-06-2009 at 10:28 AM.
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Old 25-06-2009, 12:14 AM   #23
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So far the only help I've found to do with this is for when a displacement map tears objects along its seems, which is to keep the alpha down as low as possible, do close bevels on the edges, and soften normals. As for not expanding the whole thing I dont know. If the map coming from z-brush is a 50%grey type background then (and im just thinking out loud, cause I don't really use z-brush that much), but can you take the map from z-brush and put it in photoshop and darken up the bits that aren't bumpy, or you know, just generally darken the whole thing, that would decrease the inflating, if not get rid of it?
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Old 06-07-2009, 10:33 AM   #24
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i changed the default colour in the texture node to whatever the grey value was in the displacement map and it seemed to work slightly better... just slightly

anyway, i guess i'll try not to get too too close to this guy when it comes to animation, or i'll just keep him moving lots so that you don't have time to analyse whether or not the bumps are real bumps or not...

anyway, without a displacement map (because the colour would screw up anyhow) here are some updates

now with SSS and blinn



thought the jpeg compression wasn't so cool so i saved out as a png.... and all i can say is.... "WHAT THE CRAP"
quite funny, the alpha channel went all funky being a mid value grey on the body, opened it in photoshop and it was completely transparent *confuzzlement*
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Old 26-07-2009, 12:11 PM   #25
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a few changes and additions

still to do before rigging:

-iris colour
-SSS on skin, it was removed but it will be back and possibly in working condition
-sword guard pattern redo
-alter the wings so that they have a hump where it should bend
-alter the black armour
-probably do something more to the feet?
-fix up the random material funkyness on the sword hilt
-make the first scenery and change the lighting

dango told me i should change it so that both wings are the same. this is the original colour scheme for the wings


the SSS wasn't going the way i wanted it to, and i decided i needed a black and white image as well, so i had to redo the body... totally forgot what colours i used


the wings are made of metal btw


different angle
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Old 26-07-2009, 01:22 PM   #26
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That's nice KIRON

Keep it up
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Old 27-07-2009, 01:17 PM   #27
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One thing troubles me about this little guy. I think the realism of the eye texture doesn't go with this character, I think something more cartoony and stylized would gel better.
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Old 28-07-2009, 10:49 PM   #28
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thanks Coldwave

thanks GecT, hmmm, you mean like a proper cartoon eye? i'll see what i can whip up for the eye
i was thinking it will be a different colour scheme to the rest of the black/grey/yellow

the yellow is meant to be gold, but i guess i haven't made it dark enough...

maybe i should look into this mia_material stuff...
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Old 17-08-2009, 11:40 AM   #29
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finally got round to retexturing the iris (irises are pretty disgusting and scary to look at up close and big... so veiny and icky)

the attempt was to try get something that took two distinct colours mixed in... the colours don't look mixed in too well because i couldn't use the smudge tool to mix colours or the iris pattern would die... so in the end i just used the eraser at different opacities

the iris is based on a blue eye because they have a more interesting pattern than brown eyes which all my eyes have been based off (due to pure laziness)

a mix of blue and brown


pure blue


reluctantly going with the theme of grey and yellow

reluctantly because i want the iris to stand out (and what better way than to be out of place?)

also redid the wings, half the amount of polygons now (i was lazy and just duplicated the sword blade without deleting the faces you would never ever see)
i think i will add the colour mix to the metal feathers as per the original texture, just to make it less... plain
took forever to find these colours... also, the grey metal looks a bit green and red in some places because there is a wall with a blue-green-red radial gradient in front (just to test the reflection)


not sure which iris to go with... maybe the pure blue, or maybe the brown-blue but mix the colours a bit better (anyone know a good way of mixing two pictures without killing the pattern?)

or maybe i'll try green and red... hmmm that sounds icky
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Old 17-08-2009, 04:20 PM   #30
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The top one looks cool.

About mixing could you do in PS?
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