- This topic has 258 replies, 38 voices, and was last updated 3 years, 8 months ago by bigspider.
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February 18, 2020 at 8:59 pm #163915
The high poly sculpt texture mapped and rendered in 3ds max:
The high poly on the left, low poly optimized model on the right (no maps):
Left: High poly, Center: Low Poly with texture map+normal map Right: Low poly with normal map.
It’s not easy to tell from the render that the model on the left has over 2 million more polygons.
The head is finished, I’ll release it with the rest of his parts when I get them done. If Schriebi34 wants it sooner he can pm me.
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February 18, 2020 at 9:12 pm #163919For the low poly version I rendered both ‘complete map’ and ‘diffuse map’ for the texture map. I rendered both tangent and LocalXYZ normal maps in case this model’s tangent map doesn’t work well with vpx. I also rendered ambient occlusion map in the hopes it can be used with unity.
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February 18, 2020 at 9:18 pm #163921My gosh that looks horrific lol
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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February 18, 2020 at 9:45 pm #163925Looking scary good
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February 18, 2020 at 9:56 pm #163928Wow. This is pretty incredible work. I knew you were talented, @dark but wow!
Was this a challenge for you or par for the course?
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February 18, 2020 at 10:10 pm #163930Wow. This is pretty incredible work. I knew you were talented, @dark but wow!
Was this a challenge for you or par for the course?
I spent hours and hours comparing the models silhouette with every angle photo I had, he’s quite A-symmetrical and has a lumpy head, I still feel like it’s slightly off a bit but I’m satisfied, it should be a fair bit more accurate and a lot more detailed than my old model. ZBrush has a great feature where you can adjust the entire programs opacity on the fly with a slider, so you can have reference photos sitting below/behind. I wish the real life version had more detail in the eyes but I understand it was a somewhat mass produced assembly line toy.
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February 18, 2020 at 10:13 pm #163931There is no doubt you know what you doing
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February 18, 2020 at 10:20 pm #163934You are one talented dude @dark , these toy’s you’re making for us make a HUGE difference in the final look and feel of so many tables, thanks for continuing your great work here, much appreciated
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February 19, 2020 at 12:06 am #163956Unbelievable!
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February 19, 2020 at 3:25 am #163967And this is why vp amazes me with it Many talents . Thanks dark for your work. Its Beautiful
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February 19, 2020 at 6:10 am #163969Exceptional work Dark. Thank god you are a part of this community. Thank you for all you do.
I can’t wait for this table.
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February 19, 2020 at 10:28 am #163985After some inspection, I’m not totally satisfied with how the low poly projection turned out. When I did the re-mesh I reduced the poly count evenly across the entire mesh but what I noticed is that due to the complexity of Frank’s lip snarl, he needs a higher concentration of polygons in that region to improve the normal map projection. So I’ve re-meshed the model again using ‘poly paint mesh density’ to instruct the Z-Remesher tool to use more polygons in particular areas like the mouth and to a lesser extent the mouth and brow line.
So yes, I did spend hours rendering all these maps just to end up taking a closer look at the results and knowing I could achieve better results by adding about ~300 more polygons to the model and yes it will mean I will have to re-do a UV layout/peel for the low poly version and re-bake all the maps. This is the nature of the beast and it’s why it’s important to have lots of save files to work with.
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February 19, 2020 at 10:46 am #163990Love the madness brother. Love it!!!
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February 19, 2020 at 10:59 am #163992Perfection ! Seems to me that all 3D artists has the gene
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February 19, 2020 at 12:29 pm #164011Perfection ! Seems to me that all 3D artists has the gene
It’s an affliction. :P
I’ve baked texture map and normal map for the newly revised low poly version after doing the UV layout. The results around the mouth in particular are much improved but overall it’s a slightly better bake.
Almost impossible to tell the difference between the high poly and low poly now when comparing the two without texture map and only bump map enabled on the low poly:
Which one has 1217791 faces and which one has 1794?
Got to love normal maps!
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February 21, 2020 at 3:19 am #164200Wow, that’s some amazing result with way less faces. You’re a 3D wizard.
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February 21, 2020 at 12:50 pm #164249It looks horrific in the right way Dark but it’s certainly no loafenstein head lol (inside joke unless you were in the original thread at VPF lol)
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February 22, 2020 at 6:01 pm #164448It looks horrific in the right way Dark but it’s certainly no loafenstein head lol (inside joke unless you were in the original thread at VPF lol)
Would be easier to do with this model since it has a nice peel UV layout, only difficulty would be all the texture swap images would need to be replaced as well since I know schriebi plans to do a number of texture swaps for him for lighting.
I’m just getting all the pieces together and it will be……alive!!!
In these renders, only the head is low poly currently, the rest are still high poly sculpts.
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February 22, 2020 at 7:23 pm #164455You need to login in order to like this post: click here
February 22, 2020 at 9:32 pm #164467It looks amazing Dark
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