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ChalklYne

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Everything posted by ChalklYne

  1. Did I get both points? I had already fixed the boots in zbrush. I modeled boots with a bootprint image as my reference for the bottom shape, then finished it while Im takign breaks from working this body. Expect the textures to be cleaned up. So proportion wise.. is it more of what you two are explaining? And yeah I mentioned that this head was just there for sizing and reference for me. Still having problems getting the head I like fitted just right, and I am taking it rather slowly since I dont wanna do it again I'm liking it's topo.
  2. You are correct. Haven't applied any of the changes yet just got it back to softmage
  3. OK so I got a basic sculpt down to make sure thats how I want the mesh, then here is the low poly version. I'd like to make sure proportions are just right before moving any further since I will soon be using the uvmaps. I will just remodel the hands when I get there. And this is not the final head, I just slapped the old one there for sizing
  4. Thanks @@Milamber and @@minilogoguy18.. There are few things as annoying as getting to the final stage, then realizing you need to go back to square 2 on a part so I really appreciate the criticism on such necessary parts like the proportions
  5. I did that intentionally, but will try to tone it down a notch Thank you
  6. Still workin the mesh a bit I am only going to model in one foot and mirror it. This is just a rough sculpt to get the geometry somewhat where I want it before I unwrap it, then I will go back and give it a real nice sculpt over so It has good shadows to render out rather than trying to texture them all in. We will see how it tunrs out.
  7. In the middle of sorting everything out.. figured Id show a progress pic. Still working of course Just trying to get the basic shape down so I can export the low res mesh and unwrap it again. Then re-import it with nice uv layouts and paint and sculpt it all into shape so maybe I can get some nice shadowmaps rendered again and use it for the folds and things in his clothing. We'll see how it goes. Feel free to poke in with anything while I'm going
  8. Any reasoning behind that or helpful features you see out of place?
  9. ears are irrelevant. I modeled them very low res just getting the basic shape in to save verts, and if i start subdividing it and painting it in high res, it will warp tremendously when I break it back down to low res. I just need to get the basic shape down and leave them alone and fix them via texture and softimage. Trust me theres some sort of weird method to the madness lol so I broke his body way down. Went from just over 6000 verts to just under 3500. I will be sculpting in the rest of his belts and all of his arm and leg wraps. still not done just wanted to show some progress The boots will be a bit thinner and the shoulders will better defined once i get into zbrush I just don't feel like screwing with it right now,
  10. starting to take shape I am going to take a break and revisit it in a while and see where to go from here
  11. Yeah I was only concerned about topo. But good eye. I already started the sculpting in zbrush and I am positive this will be my best head yet and most likely the finished product. no need for any crits atm but here is a preview of me starting to get his shape together
  12. So I took the head all the way back and fixed a bunch of really cool stuff which will make sculpting way easier for me. Does it look better to you guys topology wise? Keep in mind this is before the sculpt to make it a bit more defined, so not really extremely focused on the certain shapes as much as I am getting the topo laid in a way that when I subdivide I wont be doing too much weird tweaking which will be lost in the lowest resolution. also remodeled his temples, the connection to the ear, the ears, the nose. So I am pretty happy with this topo better than the last even though the last was just so close it just had too many flaws in the lowest subdivision to preserve the sculpt in the areas most prominent for SK
  13. Really motivating me to step mine up a notch. great work really. Skype me when you are free tomorrow and we will have another hack at the finer details and a few things I am noticing. Amazing work as always Ashura
  14. The DL link is in your inbox. Do what you please with it dude.
  15. wanna go back to here then? profile view of his chin needs revisited... jawbone looks a little bowed out?
  16. Well, i dont mind repainting it if I have to, so if that is the best thing to do no worries. I enjoy the practice. I am not trying to make one model here, I am trying to give myself the tools to make many models. I really didnt like the way I unwrapped it anyways. Still, is there any way I can get around it looking so flat? Or is layering a shadow map over it in photoshop going to help much?
  17. I am about to adjust the ears, but am not really digging the low poly mesh right now. Here it is in 990 verts with textured decal =/ hopefully once I overlay a decent rendermap of the shadows i will get some better definition
  18. 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.
  19. 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?
  20. 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
  21. @ 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
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