Author : mafubash


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Nilium's Avatar
Old (#1)
Woo, a place to spam my shit.

Just for the sake of following the rules: if you have crits, please post 'em! Seriously, I would greatly appreciate it.

Some old Quake 3 skins I've been working on:

Ranger




Biker

I like having teeth in skins lately.

Mynx
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Joseph Silverman's Avatar
Old (#2)
Already said all this in IRC, but, just to be formal -

All excellent work, noel. The only complaint i have is a really minor one, everything looks a little bit too universally soft and smooth. I'd go over and sharpen up the blending and gradients in some areas to create a little bit more contrast between forms.

paintover gif from irc.

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Nilium's Avatar
Old (#3)
Attempt at applying suggested changies:


Looks better to me, at least. Thanks mucho sup.

Edit: Because I won't post twice in a row, mooooore:


Last edited by Nilium; 06-02-2008 at 05:24 PM..
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Nilium's Avatar
Old (#4)
Started on the legs. Not quite happy with them since they don't follow the same coloring as the upper body, so I'm going to see if I can fix that while working around Ranger's wonderfully stretchy pants.



Fun stuff this is.
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Joseph Silverman's Avatar
Old (#5)
All looks really cool, been a fan of your texturing style for ages.

In the same vein as the armor, though, i have a paintover of the face.

Take this worth a grain of salt, some of it is just style, but universally i personally think you rely a bit too much on dark shadows. You have deep red shadowing all over the face, almost doing the work of lineart. Slightly more subtle use of midtones and highlights would let you render the same forms in imo a more believable way.

Anyway, bad paintover -

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Slum's Avatar
Old (#6)
noelsauce! Man, you need to keep at this stuff. You've always been a good texture artist, but I never see your work. Post more!!
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steady's Avatar
Old (#7)
me likey! moar
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Nilium's Avatar
Old (#8)
I'll try to do some more work tomorrow/in the morning (considering it already is actually tomorrow). Been a little preoccupied with other crap lately, so haven't had much time to do anything fun.
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RazorBladder's Avatar
Old (#9)
Hey Noel, nice to see you posting something :]
My biggest concern is Ranger's Triceps, they seem to be slumped right down to his elbow with a bicep growing above them... Shoulda given the pants more UV space ;)
-Ghuntard! | TIGER BREAD!
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Nilium's Avatar
Old (#10)
Sort of an update. Trying to fix the bits on the arm and make the pants look decent. Brown pants suck.



Fuse also mentioned the arms were too bright, so I'm gonna see if I can get that fixed later. Plus splotchy pants (rube).

Edit: Oh, and I did adjust the face, just didn't feel like posting it too.
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Nilium's Avatar
Old (#11)
It's close enough to being tomorrow that I can post twice.

Anyhow, tried to tweak the arms and pants a bit, also starting on the back (backs are confusing, never know what to put there, especially when it's flat). I like the gore on the arm a little more now, but I think I might remove it. On the one hand, it cuts me some slack on details on the hand (no pun intended), downside being that it does look pretty goofy, especially going that far up his arm. Dunno, thinking thinking. Probably will remove it in favor of either a hand or some sort of glove. Hard to decide, since these old models aren't exactly easy to work with. Still not happy with the arm either. Rambling done, here's the picture:

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Nilium's Avatar
Old (#12)
Been a little busy with real-life duties (looking for a job, canceling all school stuff for the semester, etc.), but I found out that the silo 2.1 beta was out, so I decided to give it a quick run. I managed to put this together between crashes (I'm exceptionally good at crashing things):

Old Image

Edit/Update:
Man this shit goes fast.



Really loving that new surface tool, totally speeds up stuff.

Last edited by Nilium; 06-21-2008 at 07:45 PM.. Reason: Update-o.
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Nilium's Avatar
Old (#13)
And pretty much done with the mesh. Also tried displacement painting, but I'm still pretty uncomfortable with it. Much different than the way I'm used to working.



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Joseph Silverman's Avatar
Old (#14)
Displacement painting has some decent forms but it's all too blobby, noel. Per magic solves everything --

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Nilium's Avatar
Old (#15)
Fiddling some more with displacement painting, using Bobo's old demon model to paint on. Happier this time, but it's a bit of a pain in the ass since I'm using a model that wasn't made for this stuff.

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kary's Avatar
Old (#16)
Nice start. Something in the forehead is a bit distracting. Could be that the forehead is too smooth, or the bump between the brow ridges is too prominent. A few worry lines when you're detailing might break up that impression.

The untouched feet pull at the eye, but their contrast (with the rest of the sculpt) show you're getting more out of the sub-d level you're at than with the earlier sculpt. Getting the most out of each level of division is important versus blobbiness -- a good sign that this will continue to turn out well.
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Nilium's Avatar
Old (#17)
Thanks. On zee feet: yeah, hadn't touched the feet at that point since when I applied anything to 'em, it affected backfaces as well. Then I went and did stuff with them (selected a foot- assumed that it'd mirror the changes on the hidden part (WRONG)), and it's still really difficult to work on those small things.

Tried to do something about the brows, so hopefully it's better now.

Anyhow, slightly more 'done' (I guess?).



Sort of gotten the hang of this, I think, but damn it can get hard.

(Also: probably table breaking if you're using the fixed-width forum)
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Japhir's Avatar
Old (#18)
very cool! you can see that you know how to do the art part, just gotta learn the tool some more. When you do you'll be creating all sorts of awesome .
keep it up!
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Nilium's Avatar
Old (#19)
Thanks, taking a bit to get used to this since I have half a clue what brushes to use most of the time. Pretty much the only ones that seem to be worth anything are clay and clay tubes, in addition to smoothing idea by Per (mentioned above) since it's pretty similar to the way I paint a lot of stuff (put down stuff, blur some edges, more stuff, blur it appropriately, so on and so forth).

Anyhow, I think I'm done fiddling with this model. Getting to the point where it's a real pain in the arse working with this model since it's not very good for this (as far as I'm concerned). Great model for texturing, not so much for this stuff.

Anyhow, picture and then I'll probably wander around the house for a while trying to figure out what to do next.



Normals were done with xnormal, btw. That program is fucking awesome.
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Joseph Silverman's Avatar
Old (#20)
Clay tubes to bulk up forms and standard + smooth per's way to refine and add tight details is how i sculpt, it's a pretty natural way to work.

Normals look sweet, diffuse and, naturally, spec, needs work. Break up those highlights as much as possible.
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Nilium's Avatar
Old (#21)
Tried to improve the diffuse and specular, I think it looks nicer. Nowhere near what I'd call complete, but since this was mostly for testing sake, I think I'll leave it be and move on now. Of course, every time I say something like that, it ends up being untrue...

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Ged's Avatar
Old (#22)
nice work are you gonna put him all together and let us see what he looks like finished :P?
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Nilium's Avatar
Old (#23)
I'll look at putting him back together. Next paragraph is rambling about zbrush mostly, so most people should ignore it since I have half a clue what I'm talking about and less what I'm doing.

The only problem is right now there are a few issues rendering the normals (there's a reason I keep showing him from that angle), which zmapper more or less solves because, and I don't know how, it renders really nice normal maps. Problem is it doesn't really fix seams with UVs from what I've seen. Don't know, I'm still learning this stuff. In addition to that, the diffuse and specular maps make the seams rather obvious, so I'm trying to work out what I'll do about that next. The projection painting thing in ZBrush is completely useless for mirrored stuff from what I can see- it's at least acted very useless, plus you can't paint mirrored stuff from what I can see, so I need to mess with that.

Anyhow, was toying with my ghoulie dude up there a bit:
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kary's Avatar
Old (#24)
It'd probably be a good idea to show a picture of the seam problem and of the UVs. I imagine someone would be able to diagnose from that straight away. Have you tried grabbing the normals with xNormal? Any difference?

For the diffuse and spec; you could reUV the problem area, and put the fix back into your original map. Tutorial for Max: http://www.gamasutra.com/features/20...jesta_01.shtml I think you can do the same with Silo, using xNormal to replace the RTT.

Painting in ZB; Have you tried Polypainting? That has a much better painting feel then Projection Master, and you get a decent map to start with (the details you paint across seams will burn out into the map etc). It'll need clean up in PS to get what you want, but it is a great jump-start.
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Nilium's Avatar
Old (#25)
Started work on a skateboard, mostly 'cause I was bored. This isn't really something I intend to continue, since I've figured out a few things in the process of doing it that I think would make this a whole lot easier and look a whole lot better, plus the trucks are pretty screwed as the proportions of the parts go. Have my skateboard sitting right next to me too, so not much excuse for that.

Anywho, picture:



High poly stuff isn't exactly my specialty, so I'm still learning a lot about it.
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