assets:modeling:neith
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assets:modeling:neith [2010/12/21 21:54] – [I just could'nt control it...] chuptys | assets:modeling:neith [2024/08/26 13:27] (current) – external edit 127.0.0.1 | ||
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===== Inspiration and Concept ===== | ===== Inspiration and Concept ===== | ||
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- | The description above is a great source of inspiration to create a basic image of a character. The many functions this goddes fullfills even makes it hard to choose wich one i like the most! (maybe | + | The description above is a great source of inspiration to create a basic image of a character. The many functions this goddes fullfills even makes it hard to choose wich one i like the most! (maybe |
- | On the subject of weaponry: Since the description mentions a symbol with two crossed arrows, the main weaponry should consist of a bow and arrows. Some google browsing on female archers led me this image. And since making concept art that looks better than some scribbled lines takes too much time, this image will serve as the official character concept (credits to ' | + | On the subject of weaponry: Since the description mentions a symbol with two crossed arrows, the main weaponry should consist of a bow and arrows. Some google browsing on female archers led me to this image. And since making concept art that looks better than some scribbled lines takes too much time, this image will serve as the official character concept (credits to ' |
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- | The scene is set up in 3dsmax. I started using a female base-model, a ground plane and some basic mr-lighting. The purpose of this stage of character creation is to become a fairly simple model wich will become more detailed by using displacement maps. On the picture, i also moddeled | + | The scene is set up in 3dsmax. I started using a female base-model, a ground plane and some basic mr-lighting. The purpose of the modeling part of the character creation is to become a fairly simple model wich will become more detailed by using displacement maps. On the image, i also modeled |
The different stages that will lead to the creation of Neith are: | The different stages that will lead to the creation of Neith are: | ||
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- | The method i follow for this kind of modeling involves a technique called 'edge extrusion' | + | The method i follow for this kind of modeling involves a technique called 'edge extrusion' |
Next, some accessories are added: Ropes, sashes, belts, emblems and a necklage.\\ | Next, some accessories are added: Ropes, sashes, belts, emblems and a necklage.\\ | ||
- | Finally, i added some basic grey materials to the different | + | Finally, i added some basic grey materials to the different |
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- | ==== I just could'nt control it... ==== | + | ==== I just couldn't control it... ==== |
Before adding the displacement maps, i couldn' | Before adding the displacement maps, i couldn' | ||
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+ | ===== Displacement mapping ===== | ||
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+ | Besides some tests, Neith is the first model i make using displacement maps. Creating these is done by sculpting the model. This i did in mudbox. I exported the displacement maps back to 3dsmax to make some renders of the result. Unfortunately, | ||
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+ | These renders show the progress so far. Notice the fact that there are some artifacts and that some of the parts of the armor seem not to be displaced. (This second fact occures simply because these parts contained so many artifacts that i decided not to render them ;-)). To reduce the artifacts, i plan to do some editing in photoshop, so... | ||
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+ | //to be continued...// | ||
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+ | Once the displacement maps will be acceptable, i'm going to ad some color! \\ | ||
+ | Still wondering what colors to use, i probably will precolor some concepts in photoshop... | ||
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+ | ==== In the mean time... ==== | ||
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+ | Currently, i am redoing some sculptwork, partially for practice, partially because i wasn't completely happy with the precious version, and partially because i realised that the model i sculpted on earlier was about 50 times smaller than it should be for mudbox to get a satisfying result. So here is the first ' | ||
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+ | So here's the plan: i'll treat the shinprotectors as a testsubject and finish them completely, then i'll move on to the rest of the armor. | ||
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+ | Imported the mudboxfile into max and extracted a displacement map (with [[http:// | ||
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+ | I did my first paintjob!\\ | ||
+ | Still a bit glossy though...\\ | ||
+ | (note: The scratches are there for purpose, they aren't artifacts) | ||
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+ | //edit:// Reduced glossyness, added some more realistic lighting (a preset called 'late afternoon', | ||
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+ | More sculpting! | ||
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+ | //"So you see, imagination needs moodling - long, inefficient, |
assets/modeling/neith.1292968486.txt.gz · Last modified: 2024/08/26 13:25 (external edit)