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Lowpoly Workshop

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Zeth The Admin View user's profile Send private message

Reply with quote 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.

paradise.engineering View user's profile Send private message

Reply with quote Thursday, May 05, 2011

I preffer using flat/toon renders and anime texturs to give my projects a more anime look

Raging-Blast View user's profile Send private message

Reply with quote 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 Razz

paradise.engineering View user's profile Send private message

Reply with quote Friday, May 06, 2011

now that's very good progress! Very Happy

Raging-Blast View user's profile Send private message

Reply with quote Friday, May 06, 2011

paradise.engineering wrote : now that's very good progress! Very Happy


Thanks! Smile

LegendarySS4 View user's profile Send private message

Reply with quote Friday, May 06, 2011

Pretty good Raging-Blast Very Happy

paradise.engineering View user's profile Send private message

Reply with quote Friday, May 06, 2011

Brolly wip by Phanton [Lowpoly Workshop modeler]:



Raging-Blast View user's profile Send private message

Reply with quote Friday, May 06, 2011

Updates! Modeled eyes/eyebrows.



Zeth The Admin View user's profile Send private message

Reply with quote 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.

paradise.engineering View user's profile Send private message

Reply with quote 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]


suckapunch View user's profile Send private message

Reply with quote 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

Konan View user's profile Send private message

Reply with quote 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

Super_Sayain_x3 View user's profile Send private message

Reply with quote Friday, May 06, 2011

How do you use Blender to make characters?

ESFER25 View user's profile Send private message

Reply with quote 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

Super_Sayain_x3 View user's profile Send private message

Reply with quote 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 Very Happy

NabaKonvecit View user's profile Send private message

Reply with quote Friday, May 06, 2011

here is my lowpoly Bojack

NabaKonvecit View user's profile Send private message

Reply with quote Friday, May 06, 2011

here is release see I released I can't believe it it's the End of All of US

paradise.engineering View user's profile Send private message

Reply with quote Friday, May 06, 2011

haha I didn't recognized you at first! Very Happy

TRL View user's profile Send private message

Reply with quote 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.

Zeth The Admin View user's profile Send private message

Reply with quote 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.

NabaKonvecit View user's profile Send private message

Reply with quote 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

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote 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

Raging-Blast View user's profile Send private message

Reply with quote 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

suckapunch View user's profile Send private message

Reply with quote 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

paradise.engineering View user's profile Send private message

Reply with quote 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 Very Happy

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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