Advanced Member alvordr Posted June 28, 2013 Author Advanced Member Report Share Posted June 28, 2013 So, I'm not sure this is where I want to take this guy, but I'm also thinking about adding a helmet...seems to be very popular thing to do here, lately. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 29, 2013 Author Advanced Member Report Share Posted June 29, 2013 Newest addition...fins on the neck: Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 29, 2013 Author Advanced Member Report Share Posted June 29, 2013 (edited) An experimentation in landscape design: Edited June 29, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 29, 2013 Author Advanced Member Report Share Posted June 29, 2013 Took the landscape a good bit further, but I still need to light-map it and test it more. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 29, 2013 Author Advanced Member Report Share Posted June 29, 2013 (edited) LOL, so all the work only to realize that the poly count is still too high...grrr. I totally forgot about the upper limit in UDK. Edited June 29, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 30, 2013 Advanced Member Report Share Posted June 30, 2013 Nice work on your character and landscape! I'm not sure you have too much polys on your landscape. If you put a character on it and set the camera in order to see through his eyes, you may found the landscape rather rough. The colored version of your landscape looks really good though. Can't wait to see more. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 30, 2013 Advanced Member Report Share Posted June 30, 2013 Besides, in UDK you have useful tool to create directly an optimized ground inside the editor. Don't remember the name. It generates automatically a LOD of the far areas. Didn't use UDK for a while... Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 (edited) @Garagarape, Yes, I know about the LOD tool in UDK, but UDK has an upper limit of the amount of poly's that it can import for one static mesh, and it's around 65k. Regardless, I know I can cut this down, as the collision mesh I did for this was at 15k quads. I can just use that or do another. I just didn't want to have to redo the texture work, but it's OK. It's all theory and practice, at this point. As I'm unemployed and looking for work, this is just keeping my skills up and practicing and staying busy. I'll do a quick test without all the paint work to see how well this all works, before going much further. Edited June 30, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted June 30, 2013 Advanced Member Report Share Posted June 30, 2013 Oh, all right. Yes of course, trying a lot of solutions for building ground is fine. I never liked the UDK automatic ground. But I know it's quite powerful. Yes, the texture work on your mountain scenery is great. You surely can optimize the model without losing the texture work. It will be fine if you manage to keep the hard edges on the top of the mounts and reduce the polycount where volumes are rather flat. May be in Maya with the poly-reduce tool (forgot the real name). Good luck! The shiny snow reflection is cool! Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 (edited) The really huge benefit here is the ability to do a whole level with caves, etc. This is something that is extremely cumbersome, troublesome, painful to do in UDK. It's something that many game and level designers cringe to think about doing in UDK. If nothing else, I've demonstrated to myself that landscapes can be done rather quickly in 3D Coat. Edited June 30, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 OK, test verified. I can use the lower poly (15k) version of this or smaller, if I like and redo the textures. I managed to get a sub 65k (just under) version of my current model, without textures and push it into the UDK with a custom-built collision mesh. Works pretty well. This is going to be a good bit or work, but definitely worth the time, I think. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 (edited) OK, edited to meet game requirements with plenty of room to spare. The texturing and resolution need work, but for now, this has been a good test and experience. Edited June 30, 2013 by alvordr 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 While I'm still fighting with the bake a little on this one, I've managed to get it manageable, for now: 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted June 30, 2013 Author Advanced Member Report Share Posted June 30, 2013 One more with better lighting. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 4, 2013 Author Advanced Member Report Share Posted July 4, 2013 (edited) This is a REALLY rough draft of a piece I'm working on. I was just going to do the bust, but then realized I have quite a few of those and need to do some full body work. This one needs a lot of work (E.g. the neck, the body, etc.), but I'm getting better at doing lips and noses and eyes now. It's wonderful to have such good inspiration from everyone else here. As always, I'm modeling from a sphere, so it's slow to get a body going, but it's fun to practice. Edited July 4, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 4, 2013 Author Advanced Member Report Share Posted July 4, 2013 OK, so I'll stop here for the night, I think, but this is a bit of an improvement (aside from the back). Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 4, 2013 Author Advanced Member Report Share Posted July 4, 2013 Took a little time to flesh this out, this morning. Still needs tons of work in various areas, but it's coming along. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 4, 2013 Author Advanced Member Report Share Posted July 4, 2013 (edited) Still tons of work to be done all around, head, chest, body, not to mention the lack of legs and arms, etc. I worked on the stomach, back, shoulder, neck and pulled the belly button up a little. Edited July 4, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 6, 2013 Author Advanced Member Report Share Posted July 6, 2013 I know the arms are off and I've lost some resolution in the form, but that's OK. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 6, 2013 Contributor Report Share Posted July 6, 2013 So don't bug him about it! Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 7, 2013 Author Advanced Member Report Share Posted July 7, 2013 LOL Tony. I went in and did more work to the arms and chest. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 7, 2013 Author Advanced Member Report Share Posted July 7, 2013 Tweaked the arms, chest, buttocks, head, and starting on the leg area: Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 11, 2013 Author Advanced Member Report Share Posted July 11, 2013 Quite a few edits made, this time. Full figure done, except the toes, many areas needing work, but everything has been altered in some way. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 20, 2013 Author Advanced Member Report Share Posted July 20, 2013 (edited) My latest project is this Colt Navy 1851 pistol. I'm in the process of retopo'ing it now and will eventually paint it. Edited July 20, 2013 by alvordr 1 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 20, 2013 Contributor Report Share Posted July 20, 2013 Very classy! Quote Link to comment Share on other sites More sharing options...
Advanced Member Pix Jigsaw Posted July 21, 2013 Advanced Member Report Share Posted July 21, 2013 Was that all done in 3D-Coat? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 21, 2013 Author Advanced Member Report Share Posted July 21, 2013 (edited) Yes, this was all done in 3D Coat. Edited July 21, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 23, 2013 Author Advanced Member Report Share Posted July 23, 2013 So I finally got around to finishing the retopo on the Colt Navy 1851 pistol. Next step is painting: 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 23, 2013 Advanced Member Report Share Posted July 23, 2013 Nice, what did you get the poly count down to in the end? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 23, 2013 Contributor Report Share Posted July 23, 2013 Since a real Colt like that would cost a fortune (like $15,000, for instance) a 3D printed replica would sell well on Ebay. Quote Link to comment Share on other sites More sharing options...
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