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Epidemic Singed 3d Model WIP (Screenshots inside)

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Sweet Coons ?? Junior Member
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01-26-2013

Quote:
Originally Posted by Pro Metal Storm View Post
Post the original drawings with it as well please. I remember seeing this a while back, and its great to see the 3-d rendering with it. I would very much like to see this as a skin. This is one hot idea and Singed does need a different look. A lot of the skins for Singed aren't much of a change from his bony original one. You're very talented. BUMP FOR THIS SKIN

First post but I think a better name for it would be Plague Doctor Singed

http://th02.deviantart.net/fs70/PRE/...do-d4s6qaz.jpg

 
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Scodo ?? Senior Member
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01-26-2013

Quote:
Originally Posted by Pro Metal Storm View Post
Post the original drawings with it as well please. I remember seeing this a while back, and its great to see the 3-d rendering with it. I would very much like to see this as a skin. This is one hot idea and Singed does need a different look. A lot of the skins for Singed aren't much of a change from his bony original one. You're very talented. BUMP FOR THIS SKIN
A link to it is in the original post

 
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Probably Singed ?? Senior Member
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01-28-2013

I approve.

 
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Bruttix ?? Junior Member
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01-28-2013

Assassin's Creed Brotherhood Doctor costume, anyone ?

 
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Scodo ?? Senior Member
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01-30-2013

Update: I've begun painting the texture map itself, spent about 2 hours on it so far and had to deal with a couple unwrapping issues I spotted. Long story short, never use cylindrical unwrapping.

At the moment it still had a blinn shader and a normal map so I can see surface details easily. Once I can get my maya to stop crashing when I render it, I will replace these with a point-light map.

If anyone wants to see the in-progress texture sheet I can post that too.

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BTPANZSON ?? Member
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02-01-2013

which tools do you guys use to create such nice arts?
i want to know as i dont

 
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Scodo ?? Senior Member
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02-01-2013

Quote:
Originally Posted by BTPANZSON View Post
which tools do you guys use to create such nice arts?
i want to know as i dont
Photoshop to do the original illustration.

I taught myself zbrush basics in order to do the high poly sculpt, so that was new to me. Youtube tutorials were pretty key. The high poly sculpt is what you use to bake normal maps and ambient occlusion, which are then projected on the low poly mesh to make it look more detailed.

I used topogun to create the low-poly production mesh from the sculpt, another first for me. There are a couple other programs I tried doing this with, like zbrush and 3d coat, but topogun was by far the most user friendly and least frustrating. This stage is important because it took my 250k poly sculpt down to a 5k poly mesh that can be used in a game engine, and also allowed me to control the edge flow and topology of the mesh for deformation and animation.

After I had both meshes I used xNormal to bake out the normal map and ambient occlusion, then applied them to the production mesh in maya

I unwrapped the model in Maya, mostly out of familiarity but there are a couple other programs you can do this with but I don't have any experience in them.

Right now the texture I'm painting in photoshop, so it's kind of come full circle. Once I'm done with the color map I'll replace the bump map with a point light map composite into the color map and I'll be done.

With the arduousness of learning new software I'd say I've put about 20 hours into it so far, not including the original illustration.

 
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Scodo ?? Senior Member
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02-08-2013

Well it's hit kind of a road block. I've got it rigged, but when I drop it into the game the textures only display on the backfaces of the polygons. Go figure.

 
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maruu ?? Junior Member
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02-10-2013

i think instead of a caduseus on the shield you should put a rod of Asclepius, or rod of ages but with a snake around it.

 
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Vashos ?? Senior Member
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02-10-2013

This is cool; I'd love to see more 3d art on the forums. As for the issue with the textures being applied on the wrong side of the fact I couldn't tell you. I mostly use my models for film shorts and not for use in gaming environments, so I'm not sure what would cause that if it's rendering properly in your 3d suite. Have you tried asking people who have made skin for champs if they've encountered that problem before?

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