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# 61 25-01-2006 , 03:19 AM
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Hey Jay! Heres a close up of the pig's ear. I actually had been so wrapped up in the eyes, nose and mouth that I had forgotten about upping the polycount on the ears. But I think they'll be OK as is. What do ya think?
https://tenthchoir.com/warthog_111.jpg

Also, for those who may care, I will not be doing any displacement map in Zbrush. I think I've got the model to the point where a good ol' hi res bump map will do the trick. updates to follow shortly ...

Thanks!

Dave

# 62 25-01-2006 , 08:08 AM
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Hey Dave

Thanks. It looks fine now I have the wire. I couldnt see the geo properly on those renders ,TUH! LOL

A bump map is a good idea at hi res. I did it with my last character and somebody elsewhere thought I'd Z brushed it!! Its about using ya loaf with the skills and toolset you have that counts, above that is an advantage which then becomes luxury:bandit:

All is well, carry on.
Jay

# 63 26-01-2006 , 04:31 AM
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Thanks for the stamp of approval Jay! No red pen for me today ... whew!user added image

So here is my first bump test render. This was a quick and dirty slop job just to test some of my settings and values. As you can see this is still the non smoothed base mesh. I also plugged the bump map image into the diffuse channel (using a BLINN). Now its time to get down to it and (hopefully) make it correct!
https://tenthchoir.com/warthog_112.jpg

# 64 26-01-2006 , 04:33 AM
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wow!im impressed.its very promissing.im looking foward to see the final result.

# 65 26-01-2006 , 11:16 AM
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definately wow user added image
looks like its going to develop really well dave!

is it a standard bump map on the mesh? (asking as I've only ever tried a bump map once) - makes me think modelling the lips on my entry is the wrong way to go...


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# 66 26-01-2006 , 02:04 PM
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did you do that bump map in photshop with brushes or...whats your technique?

# 67 26-01-2006 , 06:12 PM
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Yeah, I'm also interested in how you do the bump map - it looks great so far.

# 68 26-01-2006 , 06:53 PM
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Hey Dave! It's looking real good! Congratulations!
But a quick question: Why not to use displacements? I didn't understand. You have ZBrush, old man! So why don't you use to make your model even astonishing? Some philosophical or religion related issue? user added image

# 69 26-01-2006 , 09:45 PM
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I'm just guessing, but for faster renders?

Sweet bump map dave, looks amazing considering the poly count!

You da man! :bow:


Liter is French for 'Gimme some ****ing cola before I break vous ****ing lips!"
# 70 26-01-2006 , 10:33 PM
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lookin nice
nice renders as usual
linkin the new bumb map but it makes it look slightly more evil


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 71 27-01-2006 , 02:58 AM
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Thanks for all the great replies!

Mc-fleury- I'm creating the bump map in Zbrush using tools very similar to custom brushes (some b&w photo samples) in photoshop. The thing that makes Zbrush so cool is how simple it can be to spin and scale the custom brushes (or alphas as they are called in Zbrush). Also when you apply the colorbump material to your model in ZB you get very acurate feedback. I can't say enough about the program. I need a lot more time getting used to it but its potential seems limitless. This quick and dirty map doesn't have any black or near black values on it so things could look more defined. I also blurred most of it to get rid of some pixelation from some lower rez photosamples so it could use some sharpening up too.

T1ck135- Hey dude! Yeah, its regular bump mapping. What I'm wanting to explore more is using the bump map as a diffuse map as well. This can really accentuate the features of the bump ... a bit like occlusion.

Jramauri- I honestly don't think the model is gonna need any displacement. I will probably smooth it once and tweak the additional verts where needed. But mainly I want to see for myself what the true limits of bump mapping may be. I want to push it as far as I can. I think a lot of folks jump right into displacement without giving good ol' bump a chance.

Blomkaal- NO ... YOU DA MAN!!!

Pbman- Note to self: make pig slightly less evil:bandit:

Cheers!

Dave

# 72 27-01-2006 , 06:26 PM
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Heres a bit of a lighting test. I know its too dark. I wanted to see how the bump would respond to more dramatic lighting. Plus I changed the EVIL EYE to something a tad more appropriate. OK ... enough screwin' around ... back to it!
https://tenthchoir.com/warthog_114.jpg

# 73 27-01-2006 , 08:11 PM
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i think zbrush make displacement map not bump map.anyway i have zbrush but i dont like to always have to export and import lol.its why i dotn use it.user added image

we cant really see the texture but it looks nice!

# 74 27-01-2006 , 09:50 PM
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yep, not evil anymore, just one determined piggy!

cool stuff dave, keep it up user added image


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 75 27-01-2006 , 10:03 PM
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Dave

Looks like over roasted hog on the menu t'nite mateuser added image

Jay

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