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ChalklYne

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Everything posted by ChalklYne

  1. I am remodeling all of him now lmao. Except for his shoulder guards and belts. The rest will be rebuilt around kyle's body so it fits correctly and is proportionate. Wont take me long I expect to finish the chest and arms in the next day or two. then I will rebuild his legs. My reasoning: the mesh I have now can be optimized a LOT. The mesh I have now has weird stretches in the uvmaps I am now noticing. The current mesh also is disproportionate and inhuman. It will just be easier to rebuild then reshape at this point and no point in slapping a decent head on a shit body. I did a lot of it from memory, and will use Manny Llamas' renders to build each piece more accurately. Sorry, but a necessary wrench in the motor.
  2. Oh believe me... Funny derailing story about that: I just like to finish what I start regardless of the time it takes. I really can't say anything would have made it any easier either. Just experience. I mean, there is no way a year ago I woulda been able to get the topology this close in under 1000 verts. Just takes time I guess. Now, I WILL say that when I move onto Maris Brood and such, it will be MUCH easier now that I have some experience under my belt. I will also say that this Starkiller will be available for download around Christmas for everyone. No sense in holding out on that one. No levels will be released before the mod, nor any other characters, but I will go ahead and let this one go for a Christmas present for everyone's help. I will be revisiting the body piece by piece in Zbrush and repainiting and reshaping a lot of it compared to Manny Llamas' renders. I also am pretty off on a lot of the colors, and will use a pic of SK to use the eyedropper on to make sure I am nailing the colors. But yeah, expect this to be released soon. I am very focused on completing the T3-M4 droid or whatever it is, as well as my map objects for the Castlevania mod before I wrap up the TIE Facility and move onto Raxus or the interrogation room. Thank you again everyone for your patience and support through everything. Only thing is, I will now have a completely sculpted high res version of SK as well... not sure what I can do with that, but I am thinking any of the rendered cutscenes from Softimage will be featuring the high res model?
  3. i actually think i do, but since it was made during like my first week of modding eons ago, i will just make a new one. i was going for like a kitana/starkiller. i will make a new one in zbrush since i actually enjoyed that as well. expect me to include it in unleashed 1.5 somehow. and thank you for the positive feedback
  4. @ skinning is a long process man for me at least. ill try to put a list into just how i skin something... lets say im skinning kyle for arguments sake... 1. i would export each peice of him (ie arms, head etc) into seperate obj files 2. i would import each one individually into zbrush and subdivide the mesh into a million polies or so. 3. i would start repainting, and forming the mesh to better auit the texture ie fabric folds, belts, etc i will actually model in high def 4. i would export the new high res mesh and the new texture maps back into softimage 5. i would rendermap an ambient occlusion and shadow map for the high res mesh 6. i would use some layer editing in photoshop to get a good desired effect making sure all shadows are being used in a decent way 7. i would apply the new texture map with shadows and ambient occlusion back onto the low res mesh and see how it looks. if i dont like it maybe go back to step 3 and start over until i get the desired effect, or go back and re-try the layering in photshop if thats what the problem is. skinning was never one of my strong suits in photoshop because of the problems with symmetry. zbrush helps a lot with that, as well as the lazy mouse tool helps me make straight fine lines in weird angles which i like a lot. here is something i skinned in photoshop back in the day lol an attempt to make a female starkiller'esque sith out of jan needless to say photoshop has never really been one of my strongest suites, nor skinning to be honest
  5. Thank you gentlemen. The area between his eyes and his top lip kinda curves the wrong way I will revisit that next
  6. better?
  7. here is a better shape for his head. i went back a few steps and tried again
  8. I agree he got squished somewhere..
  9. Before we even start, let me go ahead and tell you how crucial your opinion is... That being said, what you got for me? 990 verts
  10. I will revisit his nose next time I open it up, thank you. This is the low poly model with textured decal on. so exactly what u would see in modview
  11. photosourced and retouched in Zbrush had to get the right alignment for his lips and stuff and then pained the correct colors in. its better that way so i stay in the lines lol. and i like to kinda handpaint it too so u get these nice crisp textures like here ill zoom in a bit and u can see what i mean.. so its not as blurry photosource and its not haint painted cartoony. i cant paint for shit handpaint without some sort of base.. look what happened to kazdan lol
  12. Doesn't the topo seem to be flowing a bit better? So this is all in a day's work so far. sculpt came out pretty decent i think i can get some good shadows off of it and apply it to this texture
  13. So uhhh.. you guys are probably going to kill me.. but.. I started Starkiller over again XD But all for very important reasons. So.. here is the new base topo, and a beginning of me starting to sculpt in zbrush.. I got a bit better topo going on here, in almost half of the verts that the ladt one was in, and it can be sculpted and easily brought back down to a game friendly resolution. I can also use the high res sculpt in XSI to render a really nice shadow map for him so trust me this restart was as necessary as the last hundred XD Plus, before I started really shaping it perfectly to his face, i saved a copy of just the decent topography and will be shaping it to be kotas militia members.
  14. ROFL!!!!!!!!!!!!!!! good times
  15. Nah it wouldnt be facial expession as much as it would be possibly the eyeball texture or shape of the eyes themselves.
  16. Roger that. Next ones will be more neutral
  17. Roger roger.
  18. here is some updates on the body shape and a bit of tweaking the face little bits at a time while removing some verts.
  19. Well.. here is my theory on that... Back when I was in art class in school.. I would focus very much on the fine details of a piece and not really get the overall shape correct.. or have the angle very off. I think I do everything backwards even to this day. I would focus very heavily on wrinkles and shading and blemishes and stuff and the damn shape and angle would be all jacked because I kinda did that last =X I was very focused on the folds of the fat of his lips and his buttchin and things of that nature that I never really initially just made it look human first XD Make any sense?
  20. ok onto the overall shape of the body... WAIT... sorry I am going to start reducing the polycount on this head slowly and posting pics to make sure I dont lose the overall shape.. gimme a minute k before we move on..
  21. On to the body I guess. Thank you. I have almost all of the map objects done for the facility now, just some retexturing and the catwalks need redone and the tall pillars in the hangar. good stuff thanks again
  22. better?
  23. sorry dude
  24. yeah different lighting, but i am just now learning really nice lighting techniques and should be able to get some decent rendermaps soon. thank you for the feedback guys
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