Development > Artwork
Yet another try at this (in Blender)...
Destructavator:
Some of you may remember when I tried to make new heads for character models, and they didn't come out too great...
Well, stubborn as ever, I've researched some new modeling techniques I haven't tried before, and come up with this high-detail head that I think will work much better once it is mapped onto a low-poly mesh with a few new texture mapping tricks I've just started to learn.
A few notes:
- You may notice that the haircut leans forward in these pics, that is intentional at this stage because of the way Blender renders hairs, once the images are plastered onto a low-poly mesh as a texture it will be bent and re-shaped to look more normal. Long story short, the end result will look better than if I had made them stand straight up at this level of the process.
- The same goes for the eyelashes and eyebrows, when everything is put onto the low-poly version they won't stick out forward, but will instead look normal.
- At some point I'll also correct the lighting, contrast, and saturation so it will look right in-game.
- I'm especially proud of how I got the ears to come out much better this time.
Legendman3:
sweet
Destructavator:
Now comes the next phase - This shows the progression of the low-poly copy being made, just the shape so far.
When it gets done, renders from the high-detail original will be mapped onto this simpler mesh.
If things were different and I was instead modeling after a real human face, this is the part where I would build the low-poly mesh off of photographs of a real person, then map the photos at different angles onto the resulting mesh. This technology is quite impressive, some people don't realize that for some time now we have had computers that can do this type of thing, a little bit like in the '90s move "DarkMan" where the guy scans a photo into a computer and ends up with a 3D model/image that they can rotate any way they please. It also isn't unheard of this being done in law enforcement investigations, to re-create a crime scene and look at it from different angles, to see exactly what is going on when and where.
Destructavator:
Done!
Now comes the fun part, where I actually map the high-res renders onto the low poly mesh and see how it comes out...
Destructavator:
Well, this came out better than the previous ones - With lowering the hair at tad and a few other adjustments, I think we'll have a working new head.
Edit: Only 122 verts and 218 faces!
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