I apologise for the quality. I've only started the previous evening and it's only to get the rough shape of the head:
(from the Konami game)
Blender has been mentioned as a possible alternative/supplement programme. Is it worth it?
I've included additional photos merely for point of reference as not everyone would be familiar with them. I'm not sure how to proceed with the head. Whether I need a lot more points just to give a nice and rounded curve to the head? Or whether I need to use a feature/function which I haven't yet used?
Last edited by Mach2Infinity; Mar 30 2012 at 03:11.
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It's free....so sort of yeah, it is, that is a proper modelling software opposed to O2...(no pun intended, you will still need O2...)Blender has been mentioned as a possible alternative/supplement programme. Is it worth it?
Quite a few more. Especially if you are gonna use it as a proxy (have a look over BIS human head first).I've included additional photos merely for point of reference as not everyone would be familiar with them. I'm not sure how to proceed with the head. Whether I need a lot more points just to give a nice and rounded curve to the head? Or whether I need to use a feature/function which I haven't yet used?
O2 can be quite difficult to work with. If you keep at it, though, it's capable of producing some pretty neat stuff. I would look into blender, however.
Please use the CWR2 CBT to help us provide a better experience.
That said, for this sort of geometry, i would make a HP first, then retopo the LP. It should be a lot easier to get a proper high quality and detailed mesh
Thank you guys. All constructive opinions are welcome, no need to apologise. I don't want to dilute the thread further, so I shall only post here next when I have something of a sufficient quality and standard.
Most of the "look" of your model will come from the shader, i.e. the combination of the normal, specular, and fresnel. You need to give careful thought as to how you will create these. For most models, the appropriate way to generate this is to make a high resolution (in the order of 100k - 1000k polygons) model and then "bake" it onto your low resolution model. This helps with generating the diffuse, ambient, specular, and normal maps - essentially leaving you with touching up the textures once baked.
You're blob would then be exported into something like Mudbox, with the details carved out into a million polygon model. This is then baked into the normal map, and the ambient map.
In OFP times, you could get away with generating the model directly and painting the diffuse/normal yourself - but with the modern shaders it becomes increasingly obvious and can result in a very problematic look. Your 3D object essentially just provides the basic shape, with the actual detail being provided through the normal/spec/fresnel combination. Once you get this high -> (bake) -> low workflow working, the whole process becomes quite straightforward and it is a good way to model, even for low-poly simple objects.
Your high-poly model is generated any way you want, with no regard to UV space or polygon limits. You make the object "look how it does" in real life. This then allows you an excellent starting point as to where/how to generate your low-poly model. You can then assign you polygon budget more effectively, as you can see where you need to commit polygons. The further benefit is consolidating your textures and materials. You can lay your UV's out all at once, get the scale correctly assigned, and split parts out into appropriate materials, balance and adjust it all, THEN generate the textures. This efficiency really helps when assigning UV space.
Oxygen is then your "final step" in the addon development process, where you configure the parts, assign materials, test-and-adjust as necessary - bring it all together into your final addon.
"He will come to death. An image of the splendor of the kings of men in glory, undimmed before the breaking of the world."
The most important thing is to use an external program (in my case xNormal) to bake the normal maps. If you do it with blender, export to O2, and press F5 to readjust the normals (since the export somehow messes them up), a blender-baked normal map doesn't work correctly, but xNormal's do.
xNormal is a wonderful program.
Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.