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assets:modeling:neith [2010/12/24 14:48] – [Displacement mapping] chuptysassets:modeling:neith [2024/08/26 13:27] (current) – external edit 127.0.0.1
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 Still  wondering what colors to use, i probably will precolor some concepts in photoshop... Still  wondering what colors to use, i probably will precolor some concepts in photoshop...
  
-O, i also tried faking some [[documentation:rendering:ssao|SSAO]] in photoshop, but of coursethis isn't the real thing...\\ +==== In the mean time... ==== 
-{{:assets:modeling:femalearmor001013_edited.png?200|SSAO fake}}+ 
 +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 isi 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'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.1293202139.txt.gz · Last modified: 2024/08/26 13:25 (external edit)

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