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Discussion in 'Made With Unity' started by cupsster, Dec 10, 2010.
Implressive work dogzerx any tips on your texturing technik ?
Not sure if I can give general tips, I can tell you what I do! I mostly use a lot of reference pics to guide myself. Plus I'm self taught so there's a lot of stuff pros probably wouldn't do!
I start by painting the base color of everything, and then I start shading it with a big soft brush, kind of like fake lighting.
You can use real images as a mask to give it a little realism, things like leather or scratchy metal can be achieved easily by applying one or more layers of colors masked with a texture. Or you can even apply the texture itself, if it's too hard to do by hand!
Then I darken places where shadows should go, cavities and also intersections.
Also I try to work on the edges, especially with things like metal or leather, because they get worn more there.
And finally I work on the little details, like clothe seams, face, etc.
Hope that helped, or at least made sense! I'm not even that organized, I learn as I go, sometimes I change my workflow in the middle of a character, and I have to do a second pass to fix what can be improved!
Awesome work dogzerx!
Working on a brazier model(no textures):
Any suggestions on how I can improve this model(I want to make it commercial quality,maybe making a pack of these stuff and sell it on the Asset Store).Also should I go with a 512x512 or 1024x1024 texture?
One more question.
Should I leave the model ,,blocky as it is" or should I use smoothing groups(mainly in the middle part of it).
Here a visual comparison of the 2 versions:
Yes, sort of like that. It will be a big asset package.
Doing a new head its still WIP but I would like to get some help about anatomy.
Ivanzu i would strongly suggest you to learn topology and do faces with retopology instead with modeling. So what you do is get some references and sculpt some high poly head and then do retopology. I hope that you have 3d coat or Topogun, which fits the best for it. I am speaking from personal experiance, i always had problems with retopology when modeling organic models in max, but once you do reverse workflow (sculpt-retopo) it gives much better results not just in topology but also in normal map. Thats my two cents.
You have arround 3 or 4 unnecesary loops in cheeks area, and arround eyes on upper area there should be at least one more if not two more loops. Also eyes area should be much more pushed towards inside.
Thanks a bunch for the comment. I'm not sure if mines is efficient or the right way, but it gets the job done lol. What I did was quite simple. First I made the climbing script, which makes the character move up and play the animation at the same time. While the animation is playing, I set the state of the character to climbing. Then, I created an empty game object and place it a little over the head and used raycast on it so that it detects whether there is a collider in front of it or not. So, here was my theory that worked, if the character is climbing and its character state is climbing and if there is no collider in front(detected sing raycast), then play the ledge grabing animation and disable any script that changes the current Vector3.
I tried to explain as best as possible, so I hope it helps =].
I was thinking to do the same thing but its hard with sculptris and blender sculpting tool .
Doin' art for my tower defence game
Ninja Cat WIP -BLENDER
Uploaded with ImageShack.us
Also im looking for good texturing education, suggest me something please
I'm currently working on a Survival Horror Game, called Dead Within.
Check the thread here:
Let me know what you think and please answer the poll.
I agree... I started out the same way when I learned character modelling with the painfully tedious cutting and extruding of faces... and Zbrush has saved my life in this regard... and when you model it in a 3d app, you will be fighting to get detail in Zbrush or any sculpting app... especially with the new dynamic tessellation inside of Zbrush and sculptris (which is free BTW) so I would def listen to Janpec and get some references and get a 3D sculpting app.. I've been using Zbrush in nearly 95% percent of my designs and haven't looked back... and it definitely helps when you need seamless textures. And with retopology, every detail you make can be automatically transferred to the new model
And here is a new render of this old man... he still thinks he is young LOL... still cranking on the outfit
Well my problem is that I'm not good at sculpting unless its for baking normal map on non-organic stuff.I don't know how I will get accurate shape of head in sculpting app. without images.
Just remembered that I can put background images in blender and then sculpt in blender XD:
Zbrush does have an image plane set up in the program... you can also map the images on planes and import them into zbrush...
Cow says MU.
I say MUu
Mooooooo.... that is one lovely bovine...
What's the poly count on that bovine over there?
Dude get on SKYPE!
Dr.steam please stop....you are making my thirst for Hobbit movie even bigger! Damn cant wait for that movie to come out. I bet 100 euros that movie will gather at least 5 oscars.
Rab236 polycount on cow is 1330.
Could you show a wireframe,so I can study the anatomy of your animals?
Can't wait too. But I'm let down cause I wasn't given the chance to work on it, even as a "go and fetch" kind of a guy. So I cry...my last chance to make appearance in a LoTR movie! There's nothing for me but to choke myself on teddy jellies...Your animals rock, especially tiger, great texture work.
Why I love Unity:
A few hours each night for two nights and another little prototype! Wow is it fast.
@Little Angel Yes, Unity is very nice to build up prototypes very fast.
Looks like a good start !
Janpec, i have looked a lot of your models since now and i am amazed by the polycount/quality ratio. Very good job !
May you explain a little bit about your workflow ? Where do you find your textures, how do you create your normal map etc ?
Nice! i like it so far, mmo or small rpg co-op?
An event causing great and often sudden damage or distress; a disaster.
Disaster and distress.
The name will make sense one day. Its not a huge mmo but its not really a co-op either. I'm sure i will add limits soon.
For me, it's the cloak that really makes it for me! (^_^)!
Multiplayer? What solution did you use for multiplayer content?
Dude, there is one more movie comming out in 2013, maybe you will have chance there I would suggest that someone resurects J.R.R Tolkien to writte one or two addtitional books. Jackson has just runed out of books, what a shame.
Sure. Here ya go. I will post topo of new animal next time.
Thx. Workflow: 1.Zbrush Zspheres basic model, 2. Mudbox hi-ress sculpt, 3. Baking all maps, 4. Mudbox texturing.
Textures are hand drawn+photo source, depending on animal. For example cow is all hand drawn texture and i just overlayed on top of main texture one fur layer that i hand painted in photoshop to make fur details.
Note that Janpec, lovable as he is, refuses to ever post tri count like the rest of the game industry when someone is referring to poly count in a game model. So in Unity that cow would be at least 2660.
I love the mooing cow! Janpec's animals are super realistic!
haha, so true. Glad somone else noticed that, too
Bought a tablet,so did some hand-painted textures.
No offense, Ivanzu, but that texture kind of just looks like a blurry brown cloud. I'd try to make it look more like something like this:
Yeah that's what I was trying to do but couldn't find any reference image.
Ivanzu which tablet did you get?
Genius MousePen i608X 8"x6",works good I don't know why is everybody saying that they have problems with them.
Just switched from Blender 2.4b to Blender 2.6 today, tried getting used to it by making an Ipod touch. So far I cant find out how to "center new" and how to "deselect" in box select. Also I hate how long it takes to render, even if the poly count is low... (well takes long on my computer anyway)
Here it is:
WIP TD GAME*
Using SongTan TDTK
Im learning Blender...It is quite easy tool.
looks nice Wade!
War elephant. Strongest unit in game. This is bare version, there will be armour added separatly for costumisation reasons. Normal elephant will handle 1 soldier on top of it, while elite elphant will be able to handle deck with up to 4 archers.
Wade. Center New has moved. Google it and you'll find it. But yes, the one annoying change after bevel edges being unavailable.
Kick ass elephant...and superb use of geometry... how are you doing the wireframes?
Obviously still needs some work. Tips are greatly appreciated.
Very good tower defense game I like the way tress look.
Man, you're inspiring me to make some kind of animal!
I need to shake the sculpting rust off, incoming horse! haha
Just working on some lightning tests. My cousin owns WarpZone Entertainment, if you wonder.
He might look a bit stiff, but I kind of rushed this a bit so no animations today, sorry.
Still chugging away at the new TileMap editor for SimpleSprite. This week I added in Hotkeys for rotating the tile in placement mode, collisions w/ configurable bounds, a tag editor, as well as an option for setting the depth.
suspect janpec uses topogun or something similar for topology.