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Scerendo

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Posts posted by Scerendo

  1. that's A LOT better @@Scerendo !

    give us some closeups of her face

     

    I can really recommend the Substance Suite it's far more flexible than the quixel suite but requires a bit more learning until you get the hang of it (atleast regarding Substance Designer, Substance Painter is fairly straightforward)

     

    EDIT : something you could try to make those folds look less pinched is apply a gaussian blur smart filter and mess with the blur intensity, then adjust levels accoridngly on the clothing parts

    EDIT2 : also - desaturate those fignernails and hue shift them away from that green, make them more blue - as seen here

     

     

    I fixed her nails. I ll have a go at messing around with the cloth wrinkles, though I think it might  be more of a case of me having to sculpt cloth wrinkles better on the high poly.

     

     

    9HHsdD.png

     

     

    I used substance painter in my final project at Uni and it was pretty great, particularly for painting skin textures and detail.

     

    Unfortunately I never bought it. I know that the newest version of Quixel is meant to of have some sort of painter equivalent but thats a recent thing which I haven't checked out yet.

     

    I might see if I can get a trial for substance then when I m doing my textures for Poe.

    krkarr and Langerd like this
  2. @@Scerendo what do you use for texturing ?

    I remember seeing you say something about quixel ?

     

    I normally use Quixel Suite to help bake my textures from the maps I made from zbrush/xnormal.

     

    I've tried toning things down a bit, I just used the texture I baked in Quixel, then added the green channel from the object normals as you suggested. I also had a go at adding a bit of color variation, though I could maybe push it further.

     

     

    7gBfqB.png

     

    DT., Futuza, Langerd and 3 others like this
  3. @@Scerendo Just took a look at the model, great work !

    but here's a few things that could use a touchup :

     

    Her eyebrows and lips look glued on - because they have these razorsharp transitions to the surrounding skin

     

    the face really needs some color variation - at the moment it looks like you only relied on your bakes and colored them using the hue&saturation filter in photoshop, or simply overlayed your bakes over two different flat colors, one for the face and one for her lip.

    Try introducing some different shades of blue around her cheeks, forehead, around her lips (and different shades of pink they eyebrows shouldn't be solid black too - atm they look like she took a permanent Marker and drew them on her forehead

    this will make her look less artifical and more like a living being ;) It's not only the face that could use that color variation - you could do that for her entire skin

     

    the wrinkles on her clothes are very sharp for the most part and also highly contrasted which doesn't look very realistic, you should try to fade the overlayed bakes a little on her clothes.

    You could also add some dirt to some of the outfits.

     

    Looking forward to what you're cooking up next - or how Aayla turns out in case you decide to update her after my feedback

     

    Hey thank you, that's great feedback.

     

    Yeah I have started working on Poe, but I will definitely do a texture update for both Aayla and Quinlan, as I learn more and refine my technique.

     

    Your suggestions are great and I'm definitely taking them into account. 

     

    I was struggling a bit with finding the right level of ambient occasion and detail baking for the Jedi Academy model - as I found alot of textures would look decent in Marmoset but completely washed out in Jedi academy without the proper specular/normal maps.

     

    But still I'll keep in mind to tone it down. (And I'll work on my lipstick game)

     

    Edit: Did a ninja update, I forgot to change the NPC Aayla's voice, so she was sounding like a man - should be fixed now.

    Arthor likes this
  4. Hey guys, I'm pretty done, just finishing off some textures for the model, here is some screenshots from Modview to have an idea of what it will look like in game, minus specular:

     

     

     

     

    6L8Im7.png

     

    KbRdPF.png

     

    VHc3bc.png

     

    wSg2Za.png

     

    ZksJou.png

     

    91at1J.png

     

    IRLIDc.png

     

    OS0CeL.png

     

     

    I'll try and get it submitted this evening or tomorrow morning.

     

    Anyone got any suggestions on doing specular maps for JKA/Quake 3 Engine? I'm finding a bit difficult to get a decent result.

     

     

    As for the poll, I have already started working on Poe Dameron, so I'll post some wips within the week or so.

  5. @@Scerendo  -- so how do you compile to GLM?  Exporting with Scooper's GLM/GLA exporter?  Or exporting to dotXSI and using Carcass2.2?

     

    ...I just submitted the 3ds Max 2015 dotXSI 3.0 v1.9 exporter that fixes exporting of vertex normals.  I would appreciate it if you would test it out and compare your Aayla model's vertex normals in ModView with the vertex normals in the 3ds Max viewports (to see the vertex normals in 3ds Max you can temporarily add an Edit_Normals modifier to the mesh objects).  The good thing about this version 1.9 exporter is now you can use specified/explicit vertex normals for even better lighting/normals mapping.

     

    @Archangel35757

     

    Interesting, I shall investigate it. I normally export to XSI Softimage and export as a dotXSI.

     

    I have already rigged up most of the model in Softimage, so I'll be done with it soon. But I can just export it back to 3ds Max.

     

    I'll definitely take a look at your exporter, and do a a test at very least - perhaps it might be a better alternative for my future models.

     

    Out of curiosity do you think you will be doing exporter for Maya at all, if at all possible? I only ask because I'm quite a fan of their rigging tools they have.

     

    Edit: I've also added a Poll to the Topic to see what people would like me to model next, these are namely characters I am interested in creating. But feel free to add your own suggestions.

  6. Update 09/1/2015:

     

    I'm not too happy with this outfit, the diamond pattern was a pain to do, anyway I might tweak the textures a bit more, but I want to finish this model off and move onto a new project.

     

     

    p3hF3T.png

     

    LnEZ3i.png

     

     

    Reference:

     

     

    Ig8LbWZd.jpg

     

     

     

    What modeling package? And if 3ds Max... which version?

     

    I use zBrush (4R7) to sculpt and do the details on the model. Then I export it and use Topogun (2.0) to retopologise the mesh. I use 3ds Max (2015) to assemble all the model parts, and do the UVS. 

     

    I preview the model in Marmoset Toolbag, so I can have real time shaders and easily see how my maps are working.

    Kualan and krkarr like this
  7. Little criticism for you, the whole white shoulder pad thing just looks silly.  Looks like it's growing out of her skin or something.  Not really your fault though, looks silly in the comic too.  I'm not sure I would keep it, or at least allow it to be turned off.

     

    I agree, I'll probably add a strap or something, but you'll be able to toggle it on or off in the skin file or player customization.

     

     

    Update 27/12/2015:

     

    Just did some traditional Jedi robes. Wasn't alot of references for them in the comics so I just did something familiar.

     

     

     

     

    CvmNo3.jpg

     

    7ufD34.jpg

     

     

     

     

    References:

     

     

     

     

    7qEbTP.jpg

     

    Rbj5Qd.jpg

     

    pose4n.jpg

     

     

     

    Vitéz, Langerd, Delmi and 12 others like this
  8. Great work! Will she be customizeable?

     

    She will be yes, I'm going to try and allow you to change her skin color with the RGB system in JKA as well, haven't done that before, but got an idea of how to do it.

     

    * Since you already made her dress and undercover outfit, any chance for this other outfit from the comics too?: http://imgbox.com/Ig8LbWZd

     

    Also, maybe you can add a variant color for her jedi rags from brown to gray/black. Since in the comics Aayla robes are gray

     

     

    I will be making that one as well, no worries, just working on some traditional jedi robes at the moment

     

    Can do the rags as well.

    Bek likes this
  9. Update:

     

    Been working on her Mechanic/Disguise outfit, as seen in the comics:

     

     

    3mpE7L.jpg

     

     

    Reference:

     

     

    57483663166880701.jpgnormal_MechanicBok.jpg

     

     

    Had to guesstimate a couple of things as in the comics there's not really a clear shot of the boots and the outfit in neutral lighting.

     

     

    Either her arms look too skinny, or her waist is a bit too wide. Can't decide which.

     

    Either way, nice work! Looking good.

     

     

    I agree with Circa but maybe she just needs to be a little taller

     

    I think the default Jedi Academy pose does not help that either. I'll try either adding a bit more definition to her stomach or maybe pulling her a waist a little, and narrowing her a bit.

     

     

    Will the mouth move?

     

    Yeah will do.

     

    As usual, no idea who this is - but I really like the texture work. It all looks so. Clean. Is this done from scratch?

     

     

    Its all done from scratch, I do the detailing in zBrush then I bake out maps in xNormal and edit them in Quixel Suite and Photoshop.

     

    The waist looks normal for a change. The problem is JKA doesn't know normal. All the female models in JKA have ridiculously narrow waists...

     

    Hallelujah for a great Aayla Secura model, @@Scerendo! :D You're a legend! But please make her regular JKA (non-rend2) compatible...

     

    Looking forward to this.

     

     

    Thank you, don't worry I will do a regular version as well, just wanted people to know the main intention is to work with Rend2. Tbh only real diffrence is the inclusion of normal and spec/gloss maps for rend2. I'll do a vanilla Jedi Academy texture set as well with just the diffuse and spec.

     

    Thanks for the comments guys.

  10. 20/1/2016

     

    Hey guys, I'm pretty done, just finishing off some textures for the model, here is some screenshots from Modview to have an idea of what it will look like in game, minus specular:

     

     

     

     

    6L8Im7.png

     

    KbRdPF.png

     

    VHc3bc.png

     

    wSg2Za.png

     

    ZksJou.png

     

    91at1J.png

     

    IRLIDc.png

     

    OS0CeL.png

     

     

    I'll try and get it submitted this evening or tomorrow morning.

     

    Anyone got any suggestions on doing specular maps for JKA/Quake 3 Engine? I'm finding a bit difficult to get a decent result.

     

     

     

    As for the poll, I have already started working on Poe Dameron, so I'll post some wips within the week or so.

     

    Update 09/1/2015:

     

    I'm not too happy with this outfit, the diamond pattern was a pain to do, anyway I might tweak the textures a bit more, but I want to finish this model off and move onto a new project.

     

     

    p3hF3T.png

     

    LnEZ3i.png

     

     

    Reference:

     

     

    Ig8LbWZd.jpg

     

     

     

     

    Update 27/12/2015:

     

    Just did some traditional Jedi robes. Wasn't alot of references for them in the comics so I just did something familiar.

     

     

     

     

    CvmNo3.jpg

     

    7ufD34.jpg

     

     

     

     

    References:

     

     

     

     

    7qEbTP.jpg

     

    Rbj5Qd.jpg

     

    pose4n.jpg

     

     

     

     

    Update 23/11/2015:

     

    Sorry for the lack of update guys, been busy unfortunately.

     

    But anyway made a new outfit for Aayla based off her disguise she wore in the clone wars:

     

     

    AU6QAI.jpg

     

    135268-128682-aayla-secura.jpg

     

    f9713b4aa12b96fd955db1b74b79e73a.jpg

     

     

    Update 11/9/2015:

     

    Been working on her Mechanic/Disguise outfit, as seen in the comics:

     

     

    3mpE7L.jpg

     

     

    Reference:

     

     

    57483663166880701.jpgnormal_MechanicBok.jpg

     

     

    Had to guesstimate a couple of things as in the comics there's not really a clear shot of the boots and the outfit in neutral lighting.

     

    Working on a new model, this time Aayla Secura:

     

    Still early days, but I'll show you what I've started with:

     

     

    CdkjcR.jpg

     

     

    Not too happy with the face atm, so I'll probably be focusing on that for a while.

     

    Aiming to make this mainly for use with Rend2.

     

    Appreciate constructive and helpful feedback.

  11.  

    Here's an example of a shader which uses diffuse, normal, specular and gloss:

    textures/rend2/example
    {
      {
        stage diffuseMap
        map textures/rend2/example_d
      }
      {
        stage normalMap
        map textures/rend2/example_n
      }
      {
        stage specularMap
        map textures/rend2/example_s // This actually holds both specular and gloss (in the alpha channel)
      }
    }

    I can upload example textures as well when I get home.

     

    I really want to condense this down to something more concise though. Something like this perhaps:

    textures/rend2/example {
      diffuseMap textures/rend2/example_d
      normalMap textures/rend2/example_n
      specularMap textures/rend2/example_s
    }

     

    That's great thank you!

  12. Oh man super excited for this, everyone working on it is doing a great job.

     

    Just a quick question and apologies if its been posted already (its such a big topic I'v probably missed it : ( )

     

    Was wondering if anyone has got an example for a shader that incorporates normal, specular and gloss maps, compiled?

  13. Hey guys got caught up with alot of other work for university, so apologies for the slow process.

     

    Started working on his order 66 skin, not quite there but I think its coming along okay:

     

     

    MtEOB9.png

     

     

    i had a different mesh that had been burnt away, but somehow I messed up the normals on it, so I'll have to re-evaluate that one.

  14. My suggestion stands: More biceps. Quinlan may not be ripped but he is hella thick.

     

    I'm working on his order 66 outfit, so don't worry, I'll definitely make him more muscular.

     

     

    Reminds me of the Anakin's model by Toshi very much, even a Sidious from TFU a bit. That's great man, you rocs!

     

    You're not wrong, I was a bit unsure of how to approach the robes, given JKA's rigid skeleton, so I was looking at jedi models in modview, toshi and hapslash included, which gave me some excellent reference.

     

     

    now please finally replace those ugly default JKA hands  ;)

     

    Haha definitely.

    DarthStiv and JAWSFreelao like this
  15. I appreciate the constructive feedback guys, this project is a learning process for me, so anything helps.

     

     

    Could I suggest looking up some wrinkle/folds tutorial of sorts? you have a lot of wrinkles/folds that don't really make sense to me.

     

    Was looking at one just now, my house mate pointed out the same thing earlier today funnily enough. I'll tackle it over the weekend.

     

     

    What's it look like without normal mapping?

     

    I'll post some comparisons tomorrow :)

     

    Thanks again for any feedback guys.

    Langerd, Jago and therfiles like this
  16. I love the clothing, it's one of the best detailwork i've ever seen :P

     

    But a comment wouldn't be complete without constructive criticism!

    In comparison, the skin on the arms is pretty low res. What bothers me a bit is that the biceps kinda merges in the deltoid muscle, and the deltoid has a pretty hard edge.

    With his muscle structure, the deltoid muscle should be a bit longer on the arm, and the biceps should be a bit more bulky in the middle () <- something in the shape of that :P

     

    (if you work in Zbrush, the default claybuildup is a way to go)

     

    Then the next step could be to add some detail to the back of his elbow, and ofcourse some hairs. It looks a bit like he shaves his arms currently! :)

    Couldn't comment on the rest though, that looks devine :P

     

    I know where you coming from, arms are bugging me too. Think I'm going to sculpt them first then retoplogise this time, rather than working up from a low poly base mesh. Thanks for the feedback, I'll see what I can get done this evening.

     

     

    I'm very excited to see what comes out of this! I think I must realise that how it looks now is probably not going to be like that in Jedi Academy though :P, looks way to out of that engine's league. Unless this is what rend2 leads to, in that case I welcome our new rendering overlords.

     

    Probably after I'm done with tweaking some of the model I'll quickly him in game, although rend2 supports these maps, it will depend alot on the game's lighting.

  17. Update:

     

    Started working on his mercenary/jumpsuit outfit. Next thing will be that shoulder/chest plate he wears:

     

     

    S169RN.png

     

     

     

    This version of Quinlin Vos looks bumped mapped.

     

    Yeah he has normal maps and specular maps, I'm interested to see how they will look in OpenJK's rend2 renderer.

     

     

    omg.. when are we going to see this released? This is looking absolutely amazing!

     

    I'm aiming to get it done by the end of the month, though could change depending on how much work I get.

  18. TFU has a quigon model. It's head is spot on.

     

    I prefer yours to be honest. Maybe just tweak the textures a bit to draw more attention to his defining features (large nose and small eyes).

     

    I feel like the TFU's version is a little too round and soft and doesn't really accentuate his pointed/squarer features. Judging by this screenshot anyway.

     

     

    star_wars_the_force_unleashed___qui_gon_

     

     

    I know it's a cartoon but the clone wars, and the comics, did a good job of caricaturing Liam Neeson's face.

     

     

    Qui-Gon_-_Mortis.JPG

     

     

    Anyway I'm looking forward to seeing your finished model :)

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