Some new models, the Death effect is for Mseverns's request.
all of those look amazing. i particularly like the 3rd one, really cool looking! the sword in the stone one is impactful as well :)
as for teaching you zbrush, i'd be happy to show you some of the things i've learned! i'm still learning myself, and when it comes to making something like a jet (hard surface) i have a long ways to go.
if you have zBrush already, and you're looking for some quick hard surface techniques, i've been watching these videos.
you mean each polygon is being shaded/lit separately? there's a 3ds max material option you can click which removes the by-polygon shading. i can't remember which ticker it is, but if you can't find it in a bit, i'll load up 3ds max and check it out
edit: i can't find the option, but i'll keep looking
If you ever plan to release there. I suggest releasing the high quality version and the low. Ya never know when someone might want one for a cutscene or two.
I plan on releasing every single one of these for free use once I get them fully Starcraft ready. I'll definitely release the fully detailed .obj file, however huge it may be :)
man... amazing work done here. Can I ask you a question : how do you make a super realistic texture unwrapping? I recently entered in the world of 3D and I can't figure how you done that (I don't talk about applying the texture, but how to make this texture).
Thank you! first, all of these are screenshots taken directly from zBrush, which is the 3D sculpting program i use... so it's going to have about 25%-ish more detail than it would in Starcraft 2!
second, zBrush creates "normal maps" for me, which is where 90% of the faux-detail lays. once I paint the color on the models and create a low-poly mesh for them, the program unwraps the UVs for me, exports the .obj file and creates diffuse / normal maps for me to use in 3DS max! most details on these models will be from the normal maps, but when painting the diffuse map (the color) i will need to focus on where the details in the normal maps will be and make sure to accentuate those parts. this will create more detail in the end result.
as i said before, once they're put into starcraft there will likely be less detail (if i work it hard, i can push the detail closer to how it looks here!), however i feel like normal maps are what you need to look into! there's multiple ways to create normal maps, i just use zbrush to create normal maps for me out of the details I sculpted. keep in mind also, the models you see here are upwards of 1-5 million polygons so they're not ready for starcraft just yet!
with a nice combination of diffuse, normals, specular and emissive maps, you can create really nice looking models that only use 2000-3500 polygons! i'll be taking all of these from zbrush to starcraft 2 very soon, and once i get the workflow down i'll be able to explain it a bit better!
tl;dr - most of the work is done in zBrush for me. it's very difficult to achieve this level of detail without using a 3D scuplting program, albeit there are people who excel at it.
After a long break I got some free time for modelling, so I decided to revive this thread. A few old projects may get finished and released.
A mercenary Dropship made in collaboration with GhostNova is already waiting for mod approval in the Assets section. The other I want to show here is my hybrid Hydralisk, a very old project that got some improvements in the last few days.
These models look incredible filcher, the Hydralisk texture is just fantastic. Impressive indeed!!
New Sculpt WIP. Dante from DMC 4, about 3 hours of work. I'd like to take this moment to show you guys the first sculpt I ever did, which was of the same character. I did the above image from scratch, but the next screenshot took me 12 hours and was my very first character.
If you have that issue, try going thru the team colors (pressing 1 to 9 on the keyboard) if it changes it means that you need to turn of the alpha channel in Max for the diffuse map. You can do this by selecting only the RGB value of the diffuse map in stead of the RGBA.
This means that there is an alpha channel on you diffuse map that is not explicitly white (rgb 255,255,255) or not explicitly black (rgb 0,0,0)
Hope this helps, a bit...
T.
I thought it might be something to the likeness of this, but I do have them using RGB only rather than RGBA. I'll definitely keep these tips in mind for the future, if it happens again.
.... I was fully ready to stop this madness and just give up for the day, then I tried another import. I removed the old .m3 file before importing (As I did previously nearly 50 times already), and reimported the model file and now it works for some unknown reason. I'm still scared because I did not do anything differently to this import/export. Thank you guys for your time, and let's hope this doesn't happen again....
So I've been testing it, and your method works nicely Iskatu, thanks alot.
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all of those look amazing. i particularly like the 3rd one, really cool looking! the sword in the stone one is impactful as well :)
as for teaching you zbrush, i'd be happy to show you some of the things i've learned! i'm still learning myself, and when it comes to making something like a jet (hard surface) i have a long ways to go.
if you have zBrush already, and you're looking for some quick hard surface techniques, i've been watching these videos.
http://pixologic.com/zclassroom/homeroom/lesson/helmet-design-with-joseph-drust/
he shows off alot of really useful techniques for easily designing hard surface objects! if you have any questions feel free to PM me any time :)
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I really like the beam from your last shot, but 3 hours to make a jet with texture and all is no small feat! Everything looks incredible as usual :)
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That means alot coming from you Delph :) thank you!
The Master Sword and Hylian Shield are both my next thing to tackle! :D
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I've decided I'm just going to upload through attachments, easier for people to deal with that way.
Link from Legend of Zelda :)
Still gotta make his sword and shield
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you mean each polygon is being shaded/lit separately? there's a 3ds max material option you can click which removes the by-polygon shading. i can't remember which ticker it is, but if you can't find it in a bit, i'll load up 3ds max and check it out
edit: i can't find the option, but i'll keep looking
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impressive scripts man! very nice work, those WoD models do indeed look fantastic.
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I plan on releasing every single one of these for free use once I get them fully Starcraft ready. I'll definitely release the fully detailed .obj file, however huge it may be :)
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zBrush isn't free, but blender has sculpting tools and I've seen people achieve similar details with blender! give blender's sculpting tools a spin :)
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Thank you! first, all of these are screenshots taken directly from zBrush, which is the 3D sculpting program i use... so it's going to have about 25%-ish more detail than it would in Starcraft 2!
second, zBrush creates "normal maps" for me, which is where 90% of the faux-detail lays. once I paint the color on the models and create a low-poly mesh for them, the program unwraps the UVs for me, exports the .obj file and creates diffuse / normal maps for me to use in 3DS max! most details on these models will be from the normal maps, but when painting the diffuse map (the color) i will need to focus on where the details in the normal maps will be and make sure to accentuate those parts. this will create more detail in the end result.
as i said before, once they're put into starcraft there will likely be less detail (if i work it hard, i can push the detail closer to how it looks here!), however i feel like normal maps are what you need to look into! there's multiple ways to create normal maps, i just use zbrush to create normal maps for me out of the details I sculpted. keep in mind also, the models you see here are upwards of 1-5 million polygons so they're not ready for starcraft just yet!
with a nice combination of diffuse, normals, specular and emissive maps, you can create really nice looking models that only use 2000-3500 polygons! i'll be taking all of these from zbrush to starcraft 2 very soon, and once i get the workflow down i'll be able to explain it a bit better!
tl;dr - most of the work is done in zBrush for me. it's very difficult to achieve this level of detail without using a 3D scuplting program, albeit there are people who excel at it.
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These models look incredible filcher, the Hydralisk texture is just fantastic. Impressive indeed!!
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I thought you might not know, thus the reference image~
Actually the one that has the green hair was the very first sculpt I did - It's the same character, but I redid him yesterday from scratch :)
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It's Dante from Devil May Cry!
The second image was my very first sculpture in zBrush lol. Same character
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New Sculpt WIP. Dante from DMC 4, about 3 hours of work. I'd like to take this moment to show you guys the first sculpt I ever did, which was of the same character. I did the above image from scratch, but the next screenshot took me 12 hours and was my very first character.
I'd like to say I've improved haha
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You did help, it helped me reduce it down to what could be wrong!
I thought it might be something to the likeness of this, but I do have them using RGB only rather than RGBA. I'll definitely keep these tips in mind for the future, if it happens again.
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.... I was fully ready to stop this madness and just give up for the day, then I tried another import. I removed the old .m3 file before importing (As I did previously nearly 50 times already), and reimported the model file and now it works for some unknown reason. I'm still scared because I did not do anything differently to this import/export. Thank you guys for your time, and let's hope this doesn't happen again....
So I've been testing it, and your method works nicely Iskatu, thanks alot.