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assets:modeling:neith [2010/12/24 14:25] – [Displacement mapping] chuptysassets:modeling:neith [2024/08/26 13:27] (current) – external edit 127.0.0.1
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 Once the displacement maps will be acceptable, i'm going to ad some color! \\ 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 conceptsin photoshop...+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 'revisited' part: the shinprotectors! 
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 +{{:assets:modeling:shinprotectorsdisplaced.png?500|ShinProtectors, now with slits and wibbly wobbly branches!}} 
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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. 
 +{{ :assets:modeling:shinprotectorsdisp_normal.gif?450|Displacement & Normal mapping}} 
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 +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 ;-) 
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 +{{:assets:modeling:shinprotectors_1heightmap02_copy.png?200|Displacement}} 
 +{{:assets:modeling:shinprotectors_1normalsmap_copy.png?200|Normals}} 
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 +{{ :assets:modeling:shinprotectorspainted01.png?500|Painted!}} 
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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', which uses a hdr-image of a riverside to calculate lighting) and an ambient occlusion filter. Also changed the color of the jewel. 
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 +More sculpting! 
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 +{{: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."// //"So you see, imagination needs moodling - long, inefficient, happy idling, dawdling and puttering."//
assets/modeling/neith.1293200730.txt.gz · Last modified: 2024/08/26 13:25 (external edit)

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