NickHutson Posted September 26, 2004 Posted September 26, 2004 Well, somebody had to do it. No textures as of yet. Though I am following Jim's video tutorials on making a face color map. MISTA' "T" YOU ROCK!!! And I'll work on the bone structure after I get the textures done. Send your comments every body. Quote
NickHutson Posted September 26, 2004 Author Posted September 26, 2004 And oh yeah. Does anyone know if Gimp would be a good compremise if you don't have Photoshop and your following Jim's tut? Quote
3DArtZ Posted September 26, 2004 Posted September 26, 2004 Nice Job!!! let's see a wireframe if you can Mike Fitz www.3dartz.com Quote
NickHutson Posted September 27, 2004 Author Posted September 27, 2004 Here's the wire. The dips and holes I gather are from the porcelin material being used in fast render mode. Quote
MATrickz Posted September 27, 2004 Posted September 27, 2004 AWESOME!! haha, that great work! I wonder why no one has done this before? Whos gonna model Yoshi?? Quote
NickHutson Posted September 27, 2004 Author Posted September 27, 2004 Yoshi?! Them's fight'n words. Have you forgot about poor little 6.5 foot Luigi who's been busting his butt for years on end to save Mario BROS. from becoming an all full on suck fest. Quote
NickHutson Posted September 27, 2004 Author Posted September 27, 2004 Well if your gonna be all like that about it. Anyone Else? Quote
NickHutson Posted September 27, 2004 Author Posted September 27, 2004 Hey, come on Yoshiers. I was just kiddin' Quote
mtpeak2 Posted September 27, 2004 Posted September 27, 2004 Here's the wire. The dips and holes I gather are from the porcelin material being used in fast render mode. Check which way the normals are facing. If the normals are the wrong way you'll get that artifact too. Quote
Godfrey Posted September 27, 2004 Posted September 27, 2004 And oh yeah. Does anyone know if Gimp would be a good compremise if you don't have Photoshop and your following Jim's tut? Yes. Although I used Photoshop at work, my preference at home has always been The GIMP. There are a few differences in the way each program does things, they have different filter sets (though there is a great deal of overlap), and The GIMP doesn't handle CMYK images as well as Photoshop does; but if you're not doing actual press work (and therefore need the CMYK support), there's very little that Photoshop can do that The GIMP can't. Quote
lazz Posted September 27, 2004 Posted September 27, 2004 The Plumber of the Mushroom Kingdom! Awesome! Can't wait to see him fire fireballs and start fighting bowser! rock on! keep up the good work. Quote
NickHutson Posted September 27, 2004 Author Posted September 27, 2004 The Plumber of the Mushroom Kingdom! Awesome! Can't wait to see him fire fireballs and start fighting bowser! rock on! keep up the good work. Your wish is my command. It just might take a little while. Quote
Joe_Lunjen Posted September 27, 2004 Posted September 27, 2004 fYI someone named BloodyFur already did yoshi woot! great model Quote
NickHutson Posted October 1, 2004 Author Posted October 1, 2004 Here' a front view of the progress made thus far. Facial map, which is ever so subtle, a facial bump that includes forehead creases (barely under cap), lip cracks and skin bumps and a specularity map that shines the nose and lips. Also there's been a "M" added fabric stitching and a label on the buttons. Quote
NickHutson Posted October 1, 2004 Author Posted October 1, 2004 Also a back view, only taken so close to show the detail of the pockets (You sick'o's). This view also shows a problem I've been having with the textures. Close up the textures are all clear and crystal (exept for the tiling problem here, and this is half in, half out.) and when I zoom out I loose the detail and the texture becomes all fuzzy and blurred. I've tried it on two computers and still the same thing. Do I have a texture setting wrong? Anyway here it is: Quote
JTalbotski Posted October 1, 2004 Posted October 1, 2004 There's only so much info a pixel can hold. And when the character is rendered smaller in an image, the texture that was made up of possibly a dozen pixels in a larger image is now represented by one pixel. So loss of detail is inevitible. Jim Quote
Godfrey Posted October 1, 2004 Posted October 1, 2004 To expand on Jim's answer, once the model gets a certain distance from the camera, A:M starts creating mipmaps for the decal/patch images. Mipmaps help cut down on the speckly artifacts which occur when models in the distance are in motion; the tradeoff is a small loss of clarity under certain circumstances. Quote
NickHutson Posted October 1, 2004 Author Posted October 1, 2004 Maybe this example does'nt show properly what I'm talking about. I put some bricks on the side of a building. When it was up close it was fine, and I'm talking really up close. Then when I backed out the bricks could hardly be recognized as bricks. I'm not thinking it's the program. I think it just might be certain settings the new version might reqiure that my computer is not set up for. Anyone else having this problem? Quote
SHADOWMASTER Posted October 2, 2004 Posted October 2, 2004 I've had similar stuff happen with textures. I dunno. Anyway, Da' big (literally BIG ) "M" is lookin' awsome. Lovin' the pockets and dirty rag. (I don't even want to know where that's been. ) Can't wait for Lugi-Man. Quote
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