Looks awesome, keep it up
Thanks. Please give me something to work with, your signature is jam packed with different characters. Your a Galka aren't you ?
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Stine said:I don't know why but I've always loved the phrase "bump mapping." Anyway, it is coming along pretty well. I really like the shield and the lilac corsage. Some of the lighting on them makes it look like they are made of plastic to me. Not a bad thing but not sure if that's what you were wanting it to look like.
It's how i want it to look. If i were to make them more realistic I'd have to give the textures a complete overhaul, probably would have to make them from scratch, which is a lot of airbrush work. Secondly I'd make new shader for the skin so they absorb light and add freckles and other pigmentations to make it feel more realistic.
Stine said:Bump mapping the hair just a tiny bit would make it look more realistic. Do it how you want though it looks great.I've never worked with Maya but have heard great things about it.
Well, the hair is something that is texture based, if one were to make it more realistic they would have to, scrap the texture and make a better one. If they really want it to look realistic than scrap the surfaces and resort to using a Fur or Hair engine. Paint FX is another way of doing realistic hair.
An example of what I'm talking about. An old image of an unfinished project I'll probably never get around to.
some projects are too time consuming for me and it takes up the time i have to put other ideas into play. It's more valuable to have more projects than to have fewer, so i let this one go, possibly pick it up again.
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K. Ishitar said:kinda hate how ordinary people(no offense to you all) can do this but SE can't make decent plastic figures for their life....remember those figures released for sale months back? These bring them much shame...
Except the sandorian ring and choco stuff...
Hey I'm not ordinary !
Jokes aside, all industries are comprised of ordinary people. Lets not forget who modeled these characters. Plastic figurines would be cool. To have high grade models for FFXI would be very expensive and it would be quite the task to mass produce them in complete form. If they do make anything like that, it'll probably come in the form of one of those hobby kits where the finished model would rely on the skill of it's owner.
And give me something to work with.
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Moink said:I looked into Maya PLE, and... although it is free it doesn't come with every tool. Hence why I have the $4,000.00 program. Also whether or not Sub Div are of any good is up to the main community, however, it doesnt hurt to learn them. I don't see myself dipping into SubDiv much either unless I really feel like going into great detail.
I found Nurbs similar to sculptiing with clay and Polygons more like pencil drawings.
Depends. If your building nurbs from scratch and start patch modeling, it'll be less like clay. Nurbs are also pretty much a done deal when the surface is made. They can bend and flex by the Isoparm and are inflexible when bound to a joins. If you plan on animating organic characters modeled with Nurbs, you will have to convert them to polygons before you bind it to the skeleton.
I see polygons to be like a bacteria clay thing. Best described, It can constantly grow new limbs, and it's more efficient than nurbs, which is good for system performance. If you want to make high detailed models with Polygons, look up how to model in quads for polygons.
I use Maya 7 Unlimited. The tools your referring to are for dynamic simulations, fluid FX, particles, cleverly designed novelties for blend shapes, and my favorite the Mental Ray Render engine, and a heap of other tools that makes it what it is.
Keep in mind, whats most important are not these things you'll find in the Unlimited package. Your learning Maya on your own, prepare yourself for a technical nightmare. Especially if your trying to take in the Unlimited features while applying yourself to the basics.
Maya Unlimited is not an entry level 3D program. If your trying to take in it's additional features (Most of which you'll never use) your learning of the software will be more difficult. Basic animation and basic modeling is what you should focus on, the rest will come, and when your ready to move on, Maya Unlimited will have all the same shit, with ass loads of things you'll never use, and some you will. I'll be looking out for anything i can assist you with.
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Mortanis said:These look great! Makes me want to mess around in it too.
Can you give a little more instruction on how to use the export .MQO in Model viewer?
Also, what is the 3D Convertor you mentioned? Where can I download it?
I totally want to make a FFXI movie like the Dead Fantasy videos...let's do eeeet!
I'll try to be as specific as possible, so excuse the stuff you already know. I know your a CG artist too.
List of Software i use:
- FFXI Model Viewer Folye -Eng Version 2.21 ( Dat to .MQO .... MQO is a 3D file format)
- Graphics Converter Version 3.0 ( I use this to open image files to make alpha channels for photoshop I'll get into detail later in this post)
- 3D Object Converter v4.0 (It understand more 3D file formats than anything you've ever seen. There are many types of .OBJ formats, for Maya you want to save the .MQO as "Wavefront .OBJ" ... Remember make sure its "Wavefront .OBJ"
- Photoshop For fixing those pesky textures. Model viewer will save the .MQO and all textures will be written out as .BMP The textures are fine up until a point. things like hair and maybe a flower pedal will not turn out right, basically the texture needs transparent parts. "Which is why we made the alpha channel texture in Graphics Converter, So we know where to cut.
Maya Or any 3D software of your choice, cause we have 3D object converter right
Now
FFXI Model viewer = Set to .MQO takes the whole model ... But doesn't make the .dds (image file) just Bitmaps.
So after you "Set to .MQO" in model viewer ... also use "DAT to .MQO"
"DAT to .MQO" does the same thing but it makes a .dds file ... Also when you do it this way, it will ask which part to take, head, face, body, hands, legs, feet, etc ... Take one of the "Face"
Go to the folder and check the files, you will see the .dds file.
NEXT
Graphics Converter 3.0 (Not 3D object Converter) Open the .dds in Graphics converter, you will see the texture of the head. "Save as Alpha channel"
NEXT
Photoshop.
- Open the alpha chanel, check the mode and set it to RGB (cause it's locked at first)
- Open the BMP version of the face.
- Set the Alpha chanel as a layer
- Cut away. However you feel is the way to do it. You want to cut out the unwanted pieces from the Bitmap.
- Save as Targa Lets call it "Mortanis Face.tga"
NEXT
3D Object converter v4.0 (You'll probably do this first but no matter)
Open the .MQO ... It will say error on polygon 91 or something retarded. Ignore it and say ok. The model will be in good health and in the same position you saved it in.
Save as ... "Mortanis" .. Flie type >> "Whatever you need". [For Maya "Wavefront .OBJ"]
NEXT
Open 3D software, and Import.
For Maya ...
- Click the Import option box.
- Set it to .OBJ
- Un-mark all boxes and look where it says "Create Multiple Objects" set it to "True" not false
Now the model is in your clutches.
Open the Hyper shade and find the texture for the face, then swap it with that Targa file you made in Photoshop.
Mind you the texture will look retarded, You can set the hardware to make it look normal but why bother. When you render it, it will look normal. Be sure to smoothen the mesh. (A very strange looking mesh when smoothened might i add but hell, they turn into quads)
Let me know when you have the software. I have something for you, and if you need me to clarify anything, just let me know.
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Got more into texturing, never really focused too much on the rendering for the solo shot, even though i originally planed on it
Here is another test. Too bright
And our scene thus far. I gave Gerry's entire suit of armor an overhaul.
We can tell the more object in the scene, the more the lighting stands out. The Shadows can be softer, I'll look into tweaking them after. Isollde being covered in Xandy's shadow is pretty much what's bringing this picture closer to being believable.
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