• 16Feb

    finish!

    (same amount of vertexes as my entire character from the previous post)

    all quads

    all quads

    update: added textures. Read more…

  • 10Feb

    Just trying out new stuff.  Read more…

  • 06Feb

    I really need a new system to display this stuff.  Rigging continues:

    (placeholder) …

    meet the invicible hero. yay

    meet the invicible hero. yay

  • 30Jan

    set the scene, and all that implies.
    (more to come later)

    click on the image for a bigger view.

  • 28Jan

    2010 earth features level of detail maps! yay
    +insane amounts of detail

  • 18Jan

    Textures still need work, but there are many areas that need to be developed.

    humor? Ive seen similar concepts :D

    humor? I think I saw a commercial with armored guys before.

    Read more…

  • 11Jan

    No shifting up and down octaves,  here’s the basis of the first verse.

    ReverbCanyon

    SAICTA

  • 09Jan

    Since the 2048×2048px images were giving unsatisfactory results in certain conditions (extreme close ups) Ive decided to scale everything up to 4096×4096px. Hopefully this will be enough.

    I’m expecting a fourfold increase in resolution.

    So Ill see how this works out.

    Read more…

  • 04Jan

    sparkplug.finish

  • 30Dec

    If this method gets me the great results I’m anticipating…..

    so heres to outline the process:

    • model the object
    • set up 6 orthographic cameras.
    • obtain screenshots from all six directions (it helps to do it with a naming convention, Example: [Obj].[camRaw].[position]).
    • Do a rough paintover of each screenshot
    • project each paintover from the appropriate camera (each to its own individual UV layer).
    • do a regular high quality unwrap, and bake 6 high res images from the projection UV layers.
    • Use a dedicated Image manipulation program to merge the six layers correctly.
    • (optional) refine the result, bake a global based normal map and/or use the UV outline script.
    • isolate layers that you think would make the surface bumpy, and save it with a flat background. Then use gimp or whatever you use to convert an image into a tangent normal map.
    • (another optional*) sculpt your object, and bake a tangent normal map to the non-projection UV layout.
    • overlay your image based tangent normal map over your baked tangent normal map.
    • create a specular map, a reflection map, LOD maps, material stencils, and your done :D ….

    so… that’s the workflow I’m testing right now.

    front projection

    front projection

    the design continues to evolve

    the design continues to evolve

    UVs still being polished, test of baking capabilities.

    UVs still being polished, test of baking capabilities.

    saved in cinematic resolution.

    saved in cinematic resolution.

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