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Old 07-07-2012, 06:21 AM   #26 (permalink)
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Working on the UV's now, turning mah lady into a sexy checkerboard.



The description stipulates one texture for everything, so the way I do the UV map is going to be very important! Thankfully, there are a lot of repetitive elements and for each of those I can just do one UV island and let it apply for all of them. The belt disks, wolf heads, fur trims and the belt around the wrist and waist can all be the same texture. It's just a matter of making sure I get the uv's lined up pretty.
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Old 07-08-2012, 04:48 AM   #27 (permalink)
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Speaking of UV's, got them all sorted tonight



Like making and assembling your own jigsaw puzzle
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Old 07-08-2012, 04:56 AM   #28 (permalink)
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Are you modelling the geometry in one thing and unwrapping in Blender?
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Old 07-09-2012, 05:55 PM   #29 (permalink)
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Originally Posted by Joshua Nightshade View Post
Are you modelling the geometry in one thing and unwrapping in Blender?
Yeah, I'm modeling in Zbrush mostly but I also gave Maya a try for some of the more basic shapes like the disks and ropes or hard edged things. Stuff like the clothes and wolves though were all Zbrush. I've been making an effort to wean myself off Zbrush for doing everything, and the fact that the UV master tool doesn't offer much control and doesn't give me the results I need made that easy.

Blender still does UV's way easier than Maya, it's pretty darn fantastic at it. I just wish there was an "align all points to grid" option, god that'd save hours.
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Old 07-18-2012, 06:53 AM   #30 (permalink)
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Work was a bit off and on again for a little while because stuff kept on happening in real life I haven't been making tons of progress that quickly so I only realized tonight that I've gone pretty far without updating you guys.

I've been slowly going through the smaller bits and doing high detail/texturing work on them. I'm starting with the small bits first because it was a good way to gauge what needed to be changed on my UV map. I had to make some adjustments to make room for larger islands for a lot of things.





Wolf heads! I drew the eye in myself on both of these. I don't like doing my own brushwork but I gotta admit, that gem type eye thing is one thing I can do!

This is the disk you see hanging off of her belt by her hips, I had some fun using Zbrush's radial symmetry to do the edging and the center. No alphas needed!

And finally, tonight I started in on work for her skin. My guess is it'll be the hardest part by far, but I wanted to get something in so she wasn't just blank.



Her skirts for the front and back are both done too, but didn't seem interesting enough to post on their own. I've been bouncing from object to object as I hit obstacles so most of the trickier things are still getting polished. I hope to get even more done tomorrow!
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Old 07-20-2012, 02:33 AM   #31 (permalink)
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Hey!
That's coming along quite nicely!!

I'm pulling for ya... I mean, how awesome would it be for you to get a job with them?!?
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Old 08-23-2012, 06:56 PM   #32 (permalink)
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Old 08-23-2012, 07:04 PM   #33 (permalink)
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Yay Siyuuuuu! Is it all done or is there still work left? Looks great
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Old 08-23-2012, 07:26 PM   #34 (permalink)
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Oooh this is interesting! Thanks for posting this, it's always nice to see someone work on a project from a concept to a finished model. Really makes you appreciate how much work goes into making pretty game assets.
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Old 08-23-2012, 08:31 PM   #35 (permalink)
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I really dropped the ball on keeping this thread updated, I guess after a point it just felt like complaining considering how many times I re-uv'ed things

I'm at the point where I'm done and I can't see anything immediate to change, but I'm posting it in case anyone has some last minute changes they'd like to see. My friend Selos already made a very good suggestion to add a bit of eyeliner and shadow and that really improved her sort of soulless stare.

That picture up there is the high detailed, shader pic, here's the flat color low rez that will actually be sent. Sadly, I couldn't get a good maya or blender render so you can't see the normal map or specular.

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Old 08-24-2012, 01:01 AM   #36 (permalink)
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I gotta say... that looks awesome!
Great job!!

The low res goes a long way to simulating the high res version.
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