The Wizards Wiki

Explore your world

User Tools

Site Tools


assets:modeling:neith

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
assets:modeling:neith [2010/12/22 10:30] – [Inspiration and Concept] chuptysassets:modeling:neith [2024/08/26 13:27] (current) – external edit 127.0.0.1
Line 30: Line 30:
  
 {{ :assets:modeling:femalearmor001011_01.png?100|Female Base Model}} {{ :assets:modeling:femalearmor001011_01.png?100|Female Base Model}}
-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 some basic hair to give her already some personality.+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 some basic hair to give her already some personality.
  
 The different stages that will lead to the creation of Neith are:   The different stages that will lead to the creation of Neith are:  
Line 45: Line 45:
 {{ :assets:modeling:femalearmor001012.png?400x700|Low Poly Armor}} {{ :assets:modeling:femalearmor001012.png?400x700|Low Poly Armor}}
  
-The method i follow for this kind of modeling involves a technique called 'edge extrusion'. I start from a plane in one viewport (preferably the front one). Next, i extrude the edges (hence the name) to conform with the body and the shape of armor i have in mind. After this is finished in one viewport, i start wrapping the plane around the body (in the perspective viewport). All the armor-part are created this way. (These include the chest-armor, shoulder protectors, shin- knee- and backknee-protectors and the skirt.+The method i follow for this kind of modeling involves a technique called 'edge extrusion'. I start from a plane in one viewport (preferably the front one). Next, i extrude the edges (hence the name) to conform with the body and the shape of armor i have in mind. After this is finished in one viewport, i start wrapping the plane around the body (in the perspective viewport). All the armor-parts are created this way. (These include the chest-armor, shoulder protectors, shin- knee- and backknee-protectors and the skirt.
  
 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 part of the armor to get some nice contrast.+Finally, i added some basic grey materials to the different parts of the armor to get some nice contrast.
 {{:assets:modeling:belt_skirt.png?300x300|Skirt, Belts, Sashes and Emblems}} {{:assets:modeling:belt_skirt.png?300x300|Skirt, Belts, Sashes and Emblems}}
 {{:assets:modeling:chest.png?300x300|Chest Armor}}\\ {{:assets:modeling:chest.png?300x300|Chest Armor}}\\
Line 61: Line 61:
 {{:assets:modeling:neithposed00502.png?500x300|}} {{:assets:modeling:neithposed00502.png?500x300|}}
 {{:assets:modeling:neithposed00603.png?500x300|}} {{:assets:modeling:neithposed00603.png?500x300|}}
 +
 +\\
 +\\
 +
 +===== Displacement mapping =====
 +
 +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, a lot of artifacts occured, so i remapped Neith, resculpted her in mudbox and tried again. The results are a little better but still, artifacts occure. 
 +
 +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...
 +
 +//to be continued...//
 +
 +{{:assets:modeling:femalearmor001014.png?500|Back}}
 +{{ :assets:modeling:femalearmor001013.png?500|Front}}
 +
 +\\
 +\\
 +
 +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...
 +
 +==== In the mean time... ====
 +
 +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 'revisited' part: the shinprotectors!
 +
 +{{:assets:modeling:shinprotectorsdisplaced.png?500|ShinProtectors, now with slits and wibbly wobbly branches!}}
 +
 +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.
 +{{ :assets:modeling:shinprotectorsdisp_normal.gif?450|Displacement & Normal mapping}}
 +\\
 +\\
 +\\
 +Imported the mudboxfile into max and extracted a displacement map (with [[http://www.neilblevins.com/cg_education/mudbox_2010_to_max/mudbox_2010_to_max.htm|this]] method). The result wasn't satisfying: everything was very blurred and most of it didn't appear, even after optimising search distances and the like. So i tried extracting a normal map... I think the combination of the two maps is what we need. Note that there are still some minor artifacts in the displacement map, but the good news is, i know why and i think i can easily fix it ;-)
 +
 +{{:assets:modeling:shinprotectors_1heightmap02_copy.png?200|Displacement}}
 +{{:assets:modeling:shinprotectors_1normalsmap_copy.png?200|Normals}}
 +
 +
 +{{ :assets:modeling:shinprotectorspainted01.png?500|Painted!}}
 +
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +
 +I did my first paintjob!\\
 +Still a bit glossy though...\\
 +(note: The scratches are there for purpose, they aren't artifacts)
 +
 +\\
 +//edit:// Reduced glossyness, added some more realistic lighting (a preset called 'late afternoon', which uses a hdr-image of a riverside to calculate lighting) and an ambient occlusion filter. Also changed the color of the jewel.
 +
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +\\
 +
 +More sculpting!
 +
 +{{:assets:modeling:bodyarmorsculpted001.png?500|}}
 +{{:assets:modeling:bodyarmorsculpted002.png?500| }}
 +{{:assets:modeling:bodyarmorsculpted003.png?500|}}
  
  
 +//"So you see, imagination needs moodling - long, inefficient, happy idling, dawdling and puttering."//
assets/modeling/neith.1293013852.txt.gz · Last modified: 2024/08/26 13:25 (external edit)

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki