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Zeth
The Admin
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Thursday, May 05, 2011
Even though these are lower-poly models, you should not be baking in shading data else the practical results will be shattered. Any kind of lighting or actual stepped shading in your scene would completely ruin the presentation.
Instead, you should be relying on your natural lighting/shading setup to project such things. If you DO need more precision control of how lighting contorts and shapes, use a normal map to represent the data instead of the diffuse map.
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paradise.engineering
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Thursday, May 05, 2011
I preffer using flat/toon renders and anime texturs to give my projects a more anime look
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Raging-Blast
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Friday, May 06, 2011
TRL wrote : That's some nice topology so far. Nice and clean.
One thing I notice instantly is that you have the eyes way too far up. The wrinkle of the frown start right above the top of the nose. Same goes for the bottom line of the eyes.
But I really like what I see here.
With you, Acaryus and Anty, there might be hope for the addon forum yet!
Updates:
I hope it's better now
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paradise.engineering
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Friday, May 06, 2011
now that's very good progress!
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Raging-Blast
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Friday, May 06, 2011
paradise.engineering wrote : now that's very good progress!
Thanks!
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LegendarySS4
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Friday, May 06, 2011
Pretty good Raging-Blast
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paradise.engineering
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Friday, May 06, 2011
Brolly wip by Phanton [Lowpoly Workshop modeler]:
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Raging-Blast
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Friday, May 06, 2011
Updates! Modeled eyes/eyebrows.
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Zeth
The Admin
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Friday, May 06, 2011
I preffer using flat/toon renders and anime texturs to give my projects a more anime look
You can use flat textures. That should be the diffuse texture ONLY though. You are baking in shading/lighting data into your current textures (as is the other person doing anime-type models). Embedding lighting data into a diffuse texture is NOT a good practice for the sake of lighting overlap. You can achieve better results by using a separate bump texture to control lighting flow.
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paradise.engineering
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Friday, May 06, 2011
so you don't like Cell Shading in 3D.. I know a lot of pros don't like it saying it's not meant for 3D and that may be right.. I'll give that bump thing a try in 3ds with my next anime character..Thank you for the advice!
Phanton's Brolly 1400 tris [modeler on Lowpoly Workshop]
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suckapunch
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Friday, May 06, 2011
paradise.engineering wrote : so you don't like Cell Shading in 3D.. I know a lot of pros don't like it saying it's not meant for 3D and that may be right.. I'll give that bump thing a try in 3ds with my next anime character..Thank you for the advice!
Phanton's Brolly 1400 tris [modeler on Lowpoly Workshop]
he has too much muscle to make him a low poly....its just not possible
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Konan
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Friday, May 06, 2011
suckapunch wrote : paradise.engineering wrote : so you don't like Cell Shading in 3D.. I know a lot of pros don't like it saying it's not meant for 3D and that may be right.. I'll give that bump thing a try in 3ds with my next anime character..Thank you for the advice!
Phanton's Brolly 1400 tris [modeler on Lowpoly Workshop]
he has too much muscle to make him a low poly....its just not possible Bully Brolly
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Super_Sayain_x3
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Friday, May 06, 2011
How do you use Blender to make characters?
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ESFER25
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Friday, May 06, 2011
Super_Sayain_x3 wrote : How do you use Blender to make characters? http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
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Super_Sayain_x3
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Friday, May 06, 2011
ESFER25 wrote : Super_Sayain_x3 wrote : How do you use Blender to make characters? http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
Thanks
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NabaKonvecit
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Friday, May 06, 2011
here is my lowpoly Bojack
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NabaKonvecit
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Friday, May 06, 2011
here is release see I released I can't believe it it's the End of All of US
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paradise.engineering
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Friday, May 06, 2011
haha I didn't recognized you at first!
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TRL
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Saturday, May 07, 2011
@Raging Blast, I think you should make your own topic.
I like the positioning and shape of the eyes better before. Still could be a little lower to the nose. The eyes flowed better with the model when you hadn't modeled them. Now they look kind of pasted on. Too horizontal and don't follow the polygon's of the rest of the model head.
And I also think the nose is generally too long, which gives him a bit of a monkey face.
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Zeth
The Admin
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Saturday, May 07, 2011
so you don't like Cell Shading in 3D.. I know a lot of pros don't like it saying it's not meant for 3D and that may be right..
I spent several years studying NPR approaches/research papers. I have no personal qualm with stepped-shading to convey lighting data, but it should be done in the right stage. There's a huge difference in baking shading data into your diffuse texture or relying on a bump/normal texture to control it.
While the former was fine for games in the 1996-1997 era of interactive 3D, if you plan to use ANY kind of dynamic lighting, the model will simply not function correctly as the two shading data-sets would overlap and conflict.
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NabaKonvecit
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Saturday, May 07, 2011
I should make Super 17 since none made him Yet except bodukai tenkaiechi Developers who Rock a lot hmm
I need Good Refs For Him
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Dokumas
Jamaicabronx
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Saturday, May 07, 2011
nabako wrote : I should make Super 17 since none made him Yet except bodukai tenkaiechi Developers who Rock a lot hmm
I need Good Refs For Him
Work on 1 THING AT A TIME
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Raging-Blast
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Saturday, May 07, 2011
Dokumas wrote : nabako wrote : I should make Super 17 since none made him Yet except bodukai tenkaiechi Developers who Rock a lot hmm
I need Good Refs For Him
Work on 1 THING AT A TIME
HE WOULD NEVER DO SOMETHING THAT MAKES SENSE
...CAPSLOCK
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suckapunch
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Saturday, May 07, 2011
nabako wrote : I should make Super 17 since none made him Yet except bodukai tenkaiechi Developers who Rock a lot hmm
I need Good Refs For Him
then nobody is going to be inspired to make one because there will already be one out...and the one that is out is going to be suckish
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paradise.engineering
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Sunday, May 08, 2011
Zeth wrote : I spent several years studying NPR approaches/research papers. I have no personal qualm with stepped-shading to convey lighting data, but it should be done in the right stage. There's a huge difference in baking shading data into your diffuse texture or relying on a bump/normal texture to control it.
While the former was fine for games in the 1996-1997 era of interactive 3D, if you plan to use ANY kind of dynamic lighting, the model will simply not function correctly as the two shading data-sets would overlap and conflict.
I know you're right, of course you are cause you can't preset the highlights and shades on some areas and expect it to work fine in 3D.. you can only expect depth to work fine.. so in the future I'll try the technique you mentioned though I'm pretty sure it won't look as good on frontal perspective
uninformed participator question here.. are you the one responsible for ZEQ2 ?
I would love to see some of your designs..
Cheers!
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