This is the second phase of my Renamon model.
This is just a test render I whipped up with a Toon Shader and outline. (which took over 3 hours, not because of my understanding of the process but because Maya 7 licks balls on a dual core system) The texture is incomplete and there is a lot left to do/re-do.
I remodeled the head and I layed out the UVs in 1:1 space so every thing is a bit small. I could get away with making the model rely on several texture maps but I originally wanted this to be a game model of some kind. Even though this has a smooth on it I think it still demonstrates the principal. If you look at the toes you’ll notice a small problem with the smooth process, end result won’t have that I promise.
I’m still getting used to the Toon Shader so some things have been a bit slow and coming aside from technical glitches associated with Maya 7 on my computer. I can say this much, I’m upgrading to Maya 8 as soon as I can.
I figured all of you people who left drool in the post box of the previous post would appreciate an update so enjoi!
This is just a test render I whipped up with a Toon Shader and outline. (which took over 3 hours, not because of my understanding of the process but because Maya 7 licks balls on a dual core system) The texture is incomplete and there is a lot left to do/re-do.
I remodeled the head and I layed out the UVs in 1:1 space so every thing is a bit small. I could get away with making the model rely on several texture maps but I originally wanted this to be a game model of some kind. Even though this has a smooth on it I think it still demonstrates the principal. If you look at the toes you’ll notice a small problem with the smooth process, end result won’t have that I promise.
I’m still getting used to the Toon Shader so some things have been a bit slow and coming aside from technical glitches associated with Maya 7 on my computer. I can say this much, I’m upgrading to Maya 8 as soon as I can.
I figured all of you people who left drool in the post box of the previous post would appreciate an update so enjoi!
Category Artwork (Digital) / Digimon
Species Vulpine (Other)
Size 640 x 480px
File Size 16.5 kB
texture isnt anywhere near done. that was just an oversight when i saved it out. if had noticed that before i exported it i would have corrected it. it was like 3am when i decided to put up the wacom stylus ^^; there is a bunch of stuff i need to fix in the texture after some alterations to the model. that being one of them.
thanks for your comment!
thanks for your comment!
one of my friends uses ZBrush, says its great. I dont have any knowlege of how to use ZBrush. took me about an hour to learn how to use Deep Paint 3d and thats fine for me. thats what I'm useing to texture it (mostly)
I just dropped a smooth on it to get a decent outline that didnt look so jagged. the orginal mesh is under 2-3k. its entierly doable to export it to a game.
I dont think the character as a whole is made for high quality modeling. the gloves are probibly the most detailed part of the model next to the head and the paws.
if you haven't already you should look into checking out Mudbox. it dosent do texturing at all short of generating normal maps but it is one HIGH end app and does a really good job on sculpting. I kicked around for about 20 minuets and whipped out a head from a cube.
thanks for the comments ^^
I just dropped a smooth on it to get a decent outline that didnt look so jagged. the orginal mesh is under 2-3k. its entierly doable to export it to a game.
I dont think the character as a whole is made for high quality modeling. the gloves are probibly the most detailed part of the model next to the head and the paws.
if you haven't already you should look into checking out Mudbox. it dosent do texturing at all short of generating normal maps but it is one HIGH end app and does a really good job on sculpting. I kicked around for about 20 minuets and whipped out a head from a cube.
thanks for the comments ^^
I dont think so, at least I wasn't geared towards that particual frame of mind when i was modeling. all the traning moduals where so dull they made me want to tear my eyes out. I imagine you could do some work with it in low poly after a bit of effort, at least to understand weather or not you could ^^;
its been about 3 months since i dicked around in it but I belive it works in both Poly and SubD so be prepaired for that. I dont think the interface was to diffrent from that of Maya or Max. learning curve isnt that steap other than figuring out where all the good buttons are.
its been about 3 months since i dicked around in it but I belive it works in both Poly and SubD so be prepaired for that. I dont think the interface was to diffrent from that of Maya or Max. learning curve isnt that steap other than figuring out where all the good buttons are.
Okay, thanks for the info ^^
I've been just recently been poking around Maya and I must say it is so complex mass of stuff that it's like trying to drain out the sea using a beertap. :P And it is the maya 7 complete too. I used to use 3DS Max 5 ages ago and that's about all besides Zbrush2 which is not really efficient tool if you plan to work on low poly structures or do everthing from the start to finish. It makes nice symmertrical stuff but the low poly versions are always terribly.... fucked up so to say, and quite unposeable :P
I've been just recently been poking around Maya and I must say it is so complex mass of stuff that it's like trying to drain out the sea using a beertap. :P And it is the maya 7 complete too. I used to use 3DS Max 5 ages ago and that's about all besides Zbrush2 which is not really efficient tool if you plan to work on low poly structures or do everthing from the start to finish. It makes nice symmertrical stuff but the low poly versions are always terribly.... fucked up so to say, and quite unposeable :P
yeah one reason why i never got into useing ZBrush. it seemed like such an un effective tool for my needs. The only thing i ever used it for was painting Normal Maps from high quality geometry. I can do the same thing with Photoshop and the various Nvidia tools and plugins and it dosent take nearly as long, espechily if i whip out the high poly in Maya
As far as Maya is concerned. it is a bit of a mind fuck when you first start espchily if you come from a Max background, viewport navigation gets a bit tedious when you are required to have a 3 button mosue and be completely familiar with keyboard hotkeys although the best advice i can give is to aim towards one set of skills before you try to absorbe the next. in other words, concentrate on modeling before you try texturing or dynamics. they each have their own level of componding confusions whith all thier option burried in the menue shelves.
if you can help it "buy" *cough cough* a copy of Maya 8, it has better processor support for dual core and 64x better for paning to the unforseen future. I need to upgrade myself. although i need to do it ligitimately othwerwise i cant make any money doing what i do with the program hehe
As far as Maya is concerned. it is a bit of a mind fuck when you first start espchily if you come from a Max background, viewport navigation gets a bit tedious when you are required to have a 3 button mosue and be completely familiar with keyboard hotkeys although the best advice i can give is to aim towards one set of skills before you try to absorbe the next. in other words, concentrate on modeling before you try texturing or dynamics. they each have their own level of componding confusions whith all thier option burried in the menue shelves.
if you can help it "buy" *cough cough* a copy of Maya 8, it has better processor support for dual core and 64x better for paning to the unforseen future. I need to upgrade myself. although i need to do it ligitimately othwerwise i cant make any money doing what i do with the program hehe
Diamond Shards you mean? well I actualy made a shader for that earlier. its a pretty involved shader and is a little expensive to render (more or less entierly meant for heavy cenimatic renders) but you can pull of some really interesting stuff with the toon render. just have to adjust the width and weight of the outlines.
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