Tuesday, November 29, 2011

Character Modeling Normals and Renders

This model's UVs were made from road kill.



The next two model's UVs were made in Zbrush. I'm trying to compare the three for the best results. These two for some reason were made with a Phong material. Can you tell which one is best already to use?












Monday, November 28, 2011

Character Modeling Week 9: UV's and Normals




Working in Maya with my normals. It's honestly really confusing at this point. As far as my UVs go, most of it was all green with very little problem areas.

Tuesday, November 22, 2011

Monday, November 21, 2011

Character Modeling Week 8: Staff Detail

My retopo will be up before midnight tonight. For now this is my staff with details on it to make it look like an antique.










Monday, November 7, 2011

Character Modeling Week 6

So for the week, I added more detail to the hair, skin, hands, and any other fine material detail. I made the face more neutral and puffed the ears a bit. I added an alpha on the back and front of the belt, and I extracted straps and built the heels of her shoes. I also fixed the clothing and made the folds a lot more subtle than before along with fixed the folds on the rear end.

One major problem I've been having is decimating the entire thing. The entire thing is about 68.5678 mil points, so whenever I try to pre-compress or decimate or even higher the poly level on the mesh, zbrush will crash on me every time. Brendon and I studied 3-D coat over the weekend so retopologizing is alot faster than maya. I still am currently trying to decimate it (after the entire day), and if I don't get it done by the next our, I wanted to assure that I'll be using 3D-coat or Topogun. 3D-coat has a 30 day trial and I already know how to use it a little bit.

Do you have any advice on decimating such a high poly model without it crashing every time?