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onsdag den 13. marts 2013

From concept to game model, part 3(ish)

Final part, or rather the final result of my game character. Don't know if I will post zBrush stuff at all, we'll see. Anyway, these pictures are of my final model after using dDo to make textures for him. dDo is a fantastic program that can basically do textures for your whole character with very little effort from you. However, as you can see from my pic's, it's not THAT easy.


Full figure. From here it kind of looks nice. This is without any imput from my at all. 


As you can see, dDo does something strange to my UVseams. No idea why that happens.


And my worst problem is all the glossy; no idea what's going on there either, since I told dDo not to make gloss maps. Still, something strange is definately going on.

EDIT:
So here is a picture of him using Marmoset;
I just used the normal map I made, and the color-map I got from dDo, so it has all the texture on it too. The it seemed like Marmoset wouldn't read the specular map for some reason, who knows. Also, you can make som funny stuff in Marmoset, that's why he has the redicoulus background and green lighting. 



onsdag den 27. februar 2013

From concept to game model, part 2

This is the 2nd part of building my character "Doctor Death". Last post I made my concept, now I'm starting modelling. I'm working in Sculptris, which is a very good, free sculpting program. You can find it here:

http://www.pixologic.com/sculptris/

Steps are as follows:

1: First part is building the basic head. Here I've just used the different tools to model the basic shape of the head and neck. Nose and neck is made by masking out the basic shape, inverting mask, and simply pulling the shape out.

2: Building the rest of the body is also done by a mask; simply mark where you want to pull from with mask:

3: Invert the mask, so you only work on the stuff you masked: 

4: Now just start pulling out shape. Be rough, but also be general, don't try to make something perfect, only the big form. 

5: Now I've mad the basic form of his body with proportions, then i repeat the process to make the arms and legs; simply mask out, invert, and pull out what you need. 

6: Now I have my whole basic figure blocked out, and in t-pose. The legs here are maybe a little to close to each other, and the arms and hands could have been bended a little more. 

7: And now I've made a lot more detail on him. From here I will take him to zBrush instead, to make his clothes and more details. In zBrush I can make very nice surface for instance, or patterns and so on. It's much better at this than Sculptris. 


Next part will be about working in zBrush, but it won't be too detailed, I can't explain the program in so little time :-S It's a very complicated program.