sir_AXE
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Posts
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Posts posted by sir_AXE
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-Were trying to unlock Riven mod (kill Dargyns) .
-Tried riding one when it suddenly vanished in mid air and I was able to run in the sky (on invisible plane).
-After that I've used archwing to fix that problem.
-Helped ,but now enemies ignore me as if I'm invisible or something.
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Changed the head more , trying to have some curvy + sharp elements (metal claws/curvy organic details) , + spiderish look (been playing nidus , won't lie)
Still working on the body , probably won't be able to finish her until this deadline , but maybe next one )
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slow week , almost done figuring out all of the shapes , also did a quick transfer to 3d test
cleaning up is gonna be a pain xD oh well at least main shapes are planned out
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Decided to try a different approach and figure out the main shapes in texture right on the model before jumping into sculpting. Also I might implement few design elements into the head as well
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I was wondering , is it allowed change UV's ? or tweak few vertices (to support hipoly details when backing) ?
Because if the models are rebinded after (and skin weights are just copy pasted) that shouldn't cause any problems.
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42 minutes ago, (PS4)GrandisSupernus said:
Still a dead link. I really want to see your thought process and get a preview of what future Garuda cosmetics could look like!
strange it broke for me as well on it's own, I think I fixed it
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Decided to try and participate in this tennogen round.
Did a fast base concept of her head , might change in the process
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19 hours ago, warren685 said:
so the Nidus Helmet with the teeth, what name will you give it also is this design final, like no improvement or changes?
yeah its done http://steamcommunity.com/sharedfiles/filedetails/?id=949103294
Added some organic stuff inside , so like the hard outside shell makes sense , I don't think adding more details will improve anything and just will be hard to read from distance
On 6/19/2017 at 5:05 AM, Rekkou said:I suggest you to be very careful with parts that extends to the neck and require extra rigging. Because no guarantee they will actually rig it. My hydroid helmet has small mesh that require small rigging, but they left it just like that and it clips badly whenever the head turns.
hmm I see ,strange it shouldn't be that hard, wish we could skin ourselves )) thx for heads up
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5 hours ago, Naith said:
The more Nidus helmets the better.
We could likely do with a skin by someone at one point though.
I might try to make a full set , first head was good practice :D
So much easier to animate in zbrush 4R8 having actual gizmo and pivot point :D
I think I'l add something coming from the cracks of the head as well
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had fun with Oculus Medium , figured I'd make another , more organic one xD
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11 hours ago, Vlada91 said:
Nice job on Nidus Helmet.But one thing,horn on his head would have been better if it is thinner as a blade rather than a horn because it creates the wrong image
thx) yeah I know what you mean , it didn't look that bad before I animated the skin folds :D
6 hours ago, warren685 said:So did you plan out what's the color palette is going to be like for color customization. Also would you provide examples?
yeah I added few images with color variation , RGB parts can be changed and the white base
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thx )
Found some time to finish it finally )) Added the third color inside as well.
Uploaded it to steam , not sure if I did it correctly tho
http://steamcommunity.com/sharedfiles/filedetails/?id=949103294
here's some beauty shots with animation
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thx )
added noise details , and rigged it for fun :D
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added some more details here and there to the spikes , started coloring , trying to match body values , figured substance tint setup
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need to still clean up and add more details here and there (inside parts) and texture after , but here it is
also did some tests with tennogen
1) looks like triangulating model helps a little so it doesn't guess which way to cut the quads
2) and it looks like tennogen viewport doesn't calculate tangent space normals for each UV shell but Warframe engine does...
so I'l do the beauty shots in marmoset xD
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cleaned up a little,main shapes won't probably change so I retopoed and baked
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On 5/31/2017 at 10:09 PM, (PS4)Akuma_Asura_ said:
Nidus helmet is beautiful. And no teeth please & how did you learn how to do this and where can I
thx ) I started with basic zbrush tutorials and later took maya classes , would recommend this tutorial http://eat3d.com/zbrush_hardsurface , little bit outdated but it's one of the best
On 5/31/2017 at 10:13 PM, [DE]Taylor said:I would recommend staying away from teeth! Faces are okay so long as they are heavily abstracted. Currently what you have in this specific gif is too literal. :)
It looks amazing otherwise!
ah okay , yeah I thought so ) thank you ))
one more thing , is Nidus head animated with skeletal animation ? (additive on top of his other animations) or is it a blend shape opacity slider ?
also fleshed out the back of the head a little , messing with the asymmetrical stuff on the front
and more clean up
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On 5/29/2017 at 7:57 PM, Yatus said:
nice ! did you rig him yourself ?
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53 minutes ago, Kothophed said:
Love the Nidus head!
thx ) teeth or no teeth ?)
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and animation test
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sketched out the base while cleaning ivara
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tired of 3d , need to do something else , got an idea for Nidus head
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retopoed inside part, figured the back more , cleaning organic stuff
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thx)) here's a small update still refining details , closing holes , need to work on the back/top of the head and detail the sides a little more, front is mostly done
also I'l separate the inside/outside of the head to pieces like default one has (not sure why , might be easier to rig)
Zbrush scaling, baking normal maps
in TennoGen + Steam Workshop
Posted
1.Make a new project in zbrush
2.check your import/export settings (bottom right corner of zbrush)
3.import back high/low models into zbrush
4.scale/move high or low poly model manually (without offseting it from the middle)
Sometimes scale gets messed in zbrush and only manual way may fix it, usually it's because the starting model you use/import