Author : Nate Broach


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The_hobbyist's Avatar
Old (#1)
Hello foks.
I got some days of from work so going to try to finish this scene.
The idea is about a Goblin who makes a magic clockwork.
I have him pretty finished for modeling and is just about to start to UV-map him.
Then I will do the background.

[IMG] [/IMG]

I want to have about this feeling in the scene.


This was my sketch when doing the head


And here is the wireframe of work in progress



And also got some questions.

Think I am going to Nomalmap him. This is my workflow who might not be the best. I do half the piece then export it to Z-brush. There I add details. Then export the normal map to maya and apply it. Then I mirror the geometry.

Problems.
-Sence no UV can overlap I waste kind of much texture space due to the fact I cant tile.
-It is kind of painstaking to do a color map in photoshop who match the normal map.
-If I do other way around and paint color map first and sculpt after that inside z-brush you can hardly see what you are doing.


So the questions.
-Shall i make a high poly sculpt inside Z-brush instead then export the obj file and use transfear map inside maya?
-Is there a better workflow then the one I described above?
-About my model, how is the use of polygons..too much too little detail.
Offline , vertex, 33 Posts, Join Date May 2006, Location Sweden/Stockholm  
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SHEPEIRO's Avatar
Old (#2)
mirror- export full mesh to zbrush - sculpt- export high poly and low poly from zbrush- retopologise/UV low- import high and low into Xnormal and bake
senior lighting artist @ r*north
Offline , veteran polycounter, 3,428 Posts, Join Date May 2006, Location edinburgh  
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The_hobbyist's Avatar
Old (#3)
Thanks for taking time to reply, I appriciate it.

Instead of exporting a normal map from Z-brush I baked the normal inside maya.
It looked alot better, it is actually a lot better then all other normal maps I have done.

Could not follow through with XNormal due to some issue on installation, but the Xnormal looks like it will solve some problem.

here is the pic of normals on the head.

I will post the normal map itself when I get back home.
and I have finished the texture work.


Offline , vertex, 33 Posts, Join Date May 2006, Location Sweden/Stockholm  
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A.Kincade's Avatar
Old (#4)
Nice dude. The nrms look like they turned out pretty good on the face. A close up of the face might help show off the detail better.

Keep up the good work.
AK
http://arkincade.blogspot.com/

Offline , triangle, 381 Posts, Join Date Feb 2009, Location Santa Cruz, CA  
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