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Cyclops Request Thread - Hill Giant Head Variant


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#76
IAmDeathComeForThee

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Tried that to no avail.

Argh...  seriously wtf...  Tried a reinstall and it crashes before I can even get to the registration screen.  Pulling my hair out...



#77
Eguintir Eligard

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did you google the specific incidence? Took me some hunting to find my solution (and they never said the right INI file to kill, I had to kill a few others)



#78
IAmDeathComeForThee

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Yea I'm not sure what the deal is.  Ive been digging the net alright and nothing seems to be working.  I feel a windows reinstall coming on....



#79
4760

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I had a few CTD events with 3ds max when I was changing the textures with max still open, or not being patient enough and clicking one view then going to the modifiers list quickly. Did you do anything like that?



#80
IAmDeathComeForThee

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Yea I've had that happen before as well, but not the problem this time around.  It worked fine the last time I used it with no abnormalities or crashes.  All of the sudden I fire it up and it wont load. :/

 

For now though, I unwrapped my UVs in zbrush, and am having issues with seams.  Here is a shot from crazybump.  it seems its an issue with my normal as light is effecting each uv island differently then the other.  Any ideas as to what could be the cause of this?   Just unwrap with fewer seams?

 

fyi I will be adding some more geometry to the noes to fix that sharp point.

ibdahzqwqRwrSN.png

 

iJ1WnzZe1Apxg.jpg



#81
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For now though, I unwrapped my UVs in zbrush, and am having issues with seams.  Here is a shot from crazybump.  it seems its an issue with my normal as light is effecting each uv island differently then the other.  Any ideas as to what could be the cause of this?   Just unwrap with fewer seams?

 

that is because of the uv seam ain't no hard edge, resulting in smoothing errors. details can be found here, those issues are not always fixable, so it's best to put those seams at places where they're not that obvious.

for reference and additional details you can also read through this thread.



#82
IAmDeathComeForThee

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Argh, thanks for the response, I'll see what I can do...



#83
IAmDeathComeForThee

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OK I imported the mesh to my laptop with 3ds 11.  Luckily, the smoothing is only out in Crazybump and not in 3ds!  Bullet, dudged. :wacko:  :rolleyes:    5600 tris so far. Ill be deleting the thighs for a kilt type covering, which will probably use even less polys than the thunder thighs.  Still dont have 3ds 8 working...

iSxdqmInWXhCu.png

 

Thanks again for those links semper on hard edges/smooth groups.  Good info I know will come in handy.


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#84
Eguintir Eligard

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http://www.polycount...ad.php?t=108442



#85
Eguintir Eligard

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Seams

One of the main problems that occurs when creating normal maps is that there are seams at the edges of UV regions. This problem can be solved in several ways. The best way is to have the program that creates the normal map expand the colors of the map beyond the edges of the UV regions. In some normal map creation software this is called "edge padding" and in others it's called "expand border texels." There may be other names for this feature, but that's the first thing you should try if you're having trouble with seams.

If that doesn't work, another method is to paint a small buffer strip of light blue (127, 127, 255) along both of the edges of the seam. This light blue color represents the vector that points straight out of the surface. If both edges of the seam are using this color, they'll match each other better. You might lose a little of your high res detail, but at least you won't have an ugly seam. I recommend only using this method if you really need it.

 

 

Taken from

 

http://www.benclowar...al_maps12.shtml



#86
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OK I imported the mesh to my laptop with 3ds 11.  Luckily, the smoothing is only out in Crazybump and not in 3ds!  Bullet, dudged. 

 

hopefully this also works in nwn2. it's depended on how the shaders were coded. i read that baking with an average projection mesh (cage) solves most these issues so it would be best to bake directly in max, or export your baking cage to xnormal to do the work there.



#87
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You have to use 3ds max 8 or sooner for Nwn2 compatibility

#88
IAmDeathComeForThee

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Yes thanks been a NWN2 modder since 09. ;)
hence the max 8 frustration. :P

#89
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You have to use 3ds max 8 or sooner for Nwn2 compatibility

 

actually this only applies if you want to create custom animations/skeletons. while using available nwn2 skeletons tazpn's tools support versions up to max 2011.



#90
IAmDeathComeForThee

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Yea, 5, 6, 7, 8 for exportron, 8 only for animation. Tazpn as you said semper. Heading on holidays soon, ill try a Windows reinstall before then to see if I can get 8 going...

#91
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Here he is with some borrowed assets.  I'm sure you can guess from where looking at the skull.  I lengthened his legs more as well.

His trap muscle definition is messed up and the feet are still unfinished.  Need to go back and touch those up.  I get too impatient and want to jump the the next step before Im finished the last... :rolleyes:   I'll be making my own clothing and assets, just wanted to try this out to see how things would look.

ibzK4c5U4t6yj9.png


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#92
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looks very good ;)

personally i am indecisive on the length of the limbs. they still seem too short in correlation to the torso.



#93
PJ156

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I have not posted much here because I have little to add but, based on that most recent screen. I think the fold of flesh in the back seem out of place based on the rest of the creature? It does not seem that overweight.

 

PJ



#94
IAmDeathComeForThee

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Yea, as I lengthen his limbs, he loses that overweight appearance. Not sure what to do about that as I'd like to keep the overweight look. If I keep the folds I think they need an extra edge loop or two as they're looking a little too blocky atm.

#95
kamal_

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I think it's amusing Mr. One-Eye has a necklace with a three eyed skull.
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#96
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I like his assets but if you must change them I always picture these guys with those togas that only go over one shoulder. I figure he is ten percent more length to go and his legs will look right on

#97
Eguintir Eligard

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Upper legs that is... They are short relative to calves

#98
PJ156

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Bearing in mind of course this is not a human. Darn thing's got one eye in the middle of his head, whose to say he has too much or too little of anything else.

 

Give him a big spiky club and I doubt he would receive too much negative critique on his body parts.

 

It seems a huge shame to loose all the great work on those thighs. Give him a pair of horsehair budgie smugglers and be done with it.

 

PJ


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#99
IAmDeathComeForThee

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@kamal_ - Eye envy. :D
@EE - Can't be covering up that beautiful belly now can we. ;)
@Pj - The thighs were just good practice anyway. I knew they'd be deleted as I was making them. And you can account the fat rolls to bad genes. But yea, try not to compare him too much to a human, because he's not. Take a look at zbrush central and the things those artists come up with and you will see a lot of humanoid m onsters with all sorts of weird and crazy mutations. These are called monsters for a reason. ;)

#100
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He looks right good at the poly resolution too. Considering we'll be viewing him zoomed out over head he will look twice as good in game. Indistinguishable from the high poly almost.


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