16Feb
finish!
(same amount of vertexes as my entire character from the previous post)

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
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? 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.

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

front projection

the design continues to evolve

UVs still being polished, test of baking capabilities.

saved in cinematic resolution.