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

tweetytunes 08-04-2011 06:32 PM

Quote:

Originally Posted by daverave (Post 317619)
also do the mesh checker in zbrush

No idea - where is that then - I used GoZ and getting a mesh though that can be a pain in the ass, but then I did the uvs and flattened it I saw a number of faces on the noise move to the side - when I had a look in maya I noticed the double faces - GoZ it again and the mouth,eyes and nostrils had random tri`s flying out - getting much worse as I went up levels.

Quote:

Originally Posted by daverave (Post 317619)
Edit:Have you managed to get good normal maps out for the vest?

Not tried yet - Was only testing the top - most will be covered I think so it was not for keep but more just getting the work flow into my head.

Anyway was not going to post this but hay not shown anything for awhile

http://www.ravage3d.com/images/Game/Ada_1_5.jpg

daverave 08-04-2011 07:49 PM

The mesh checker in zbrush was in geo (move up a level) box at the bottom.............dave

Jay 09-04-2011 04:00 PM

Do you guys ever use cleanup in Maya? Just a thought as these things do go by the wayside from time to time. It will help you immensley before moving on. I tend to make sure my guys at work run it during and after a model is complete as you never know what can be lurking despite all hard efforts to keep geo clean.

just some thoughts

Jay

tweetytunes 09-04-2011 06:58 PM

Yer I use it alot, but on this instance I just forgot to - just eyeballed it as it was just the head and chest area for a quick test sneaky double faces (there was only six on the tip of the noise)

tweetytunes 11-04-2011 05:16 PM

Well going to carry on but stay away from the ideas used in 3rd birthday (square soft lost the right to the name parasite eve)


Just a quick render.
Shoes done as well as upper body vest and belt - although will play with the size of the clips once I figure out the gun, they are too small right now.

http://www.ravage3d.com/images/Game/Ada_1_6.jpg

YouTube - Aya Wire frame animation test.mov

Things need to do before base mesh fin;

Belt loops,
Side pockets on pants,
Re-do the hands - I`m not liking them right now,
Police radio,
and some hand-cuffs.

daverave 11-04-2011 07:47 PM

Hi tweeny
The top of the trousers at the back look a long way from her body is it just a angle thing?..........dave

tweetytunes 11-04-2011 08:07 PM

Not sure what your seeing but the top of the pants are flush against the mid section of the body - are you looking at the belt ????

Any way here is a close up of the mid section - changed some of the colors to tell stuff apart.

http://www.ravage3d.com/images/Game/Ada_1_7.jpg

mastone 11-04-2011 08:08 PM

Hi Tweety

looks great man, if I might offer a suggestion :
Work on getting rid of the straight lines in your silhoutte, I know it's easier and quicker to model in straights but don't put all the curvature in the boobs :P.

Great progress though

daverave 11-04-2011 08:29 PM

I was just looking at the turn table (looked at it about 10 times), I know you would not make such a mistake.........dave

Edit: I think she has the figue most girls would die for

s2-speedy 11-04-2011 09:20 PM

Great stuff so far tweety. Hope u get round to texturing it :) looking forward to seeing more.

tweetytunes 12-04-2011 12:07 AM

Yep I`m hoping to get it textured as the hair only works when textured.

Got one of the 2 guns done - This one will be mounted to her front chest and she will carrying a riffle as its the gun she uses in the game. 670 polys and there are still a few I can cut out if polycount needs to come down after- but I don`t think it will have to.

http://www.ravage3d.com/images/Game/Ada_1_8.jpg

Things to do

Second gun,
Not going to do belt loops now as pockets covering most of the belt,
Still have to re-do the hands.

tweetytunes 12-04-2011 12:24 AM

1 Attachment(s)
Quick Occ render
7200 poly`s

bullet1968 12-04-2011 01:16 AM

pretty good mate....not bat at all at all

CGWolfgang 12-04-2011 06:33 AM

Hey tweety I like your approach to how you're going to do the pants and pockets. I've always tried to cut the poly's in and it always looked horrible. I wouldn't have thought to do that. I think this is going to look good when you get it done.

tweetytunes 12-04-2011 07:17 AM

I saw it in a unreal ed tut once and thought well that`s how its done in real life (pockets being patched on) and though yer that`s probably the best way to do it - Although I do like the challenge of getting everything in to one mesh sometimes its smarter just to separate everything(same thing with my hand gun 9 different parts) - might be a little bugger when skinning though, but as this is not a skinning challenge no worries there.

bullet1968 12-04-2011 07:40 AM

I was a one mesh man when I first started..I have seen the light...if you can incorporate it without too much trouble, fine, if it starts to be a headf**k..then seperate.

cheers bullet

tweetytunes 12-04-2011 11:09 AM

Well its the only great thing about waiting for a phone call/email you have lots of free time.

Got the riffle done 1500 polys

http://www.ravage3d.com/images/Game/Ada_1_9.jpg

Jay 12-04-2011 11:11 AM

Looks good Tweety, very nice so far

J

Chirone 12-04-2011 11:16 AM

its amazing how much detail you can get with so few polys huh?

tweetytunes 12-04-2011 11:19 AM

I always try to use as low as possible until it starts changing the shape - but for game models you have to give up some of the form - I`m hoping to bring some of that form back in Z-brush for the body but I am very happy with the shape of the guns.

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

tweetytunes 24-04-2011 08:35 PM

1 Attachment(s)
Gun had some funny texture results some recreated the shader and seems to be working now - no idea what that was about

ben hobden 25-04-2011 07:16 PM

Quote:

Originally Posted by tweetytunes (Post 318401)
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.

Dont know if youve finished with the zbrush phase but, re: the smoothing problem...there is a way you can go into the modifiers of the smooth brush and edit it to make it less destructive. But what I think is a better solution is to get into the clay brushes, particularly clay tubes. These react much friendlier to smoothing,holding their shape much better. It looks like you are using the standard brush as your weapon of choice. I have all but given up on ever using the standard brush precisely because it crumbles so easy under smoothing.

P.s...that last render of the gun looks well good.

tweetytunes 25-04-2011 07:33 PM

My zbrush weapon of choose is the clay buildup one. I just love that one - build it up/down smooth and repeat.

But I`m taking about the divide button - one one that adds the level of details - its shrinking my model too much on the head - the upper body and the pants not a problem but the head.

At the mo I might leave the zbrush work out as I`m not at the level I want to be and time is ticking. But don`t count it out- you all know what I`m like.

Chirone 26-04-2011 09:13 AM

you can always add more edges. adding edges doesnt change the UVs, so you can make a duplicate of your model, add more edges, use the 3 key to see how much it shrinks, and keep adding edge loops until you're done.
tbh, i don't think it really adds much benefit because the maps you get still seem to work with the original model. But then, I'm just trying it out now on my model ;)

tweetytunes 27-04-2011 05:58 PM

Just a quick update on the textures - upper body and weapons done - and made a start on the pants but I`m redoing them at the mo. - Just a screen grab

http://www.ravage3d.com/images/Game/Ada_2_6.jpg


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