week 16 : monday

Triceratops progress
I’ve worked with the texturing of the triceratops. This is how it looks in the unreal engine at the moment. I’m going to tweak some things later, but for now it’s done. Have to start with the environment platform.
Some different angles of the dino.
trice_ut3engine1.jpg
trice_ut3engine2.jpg
trice_ut3engine3.jpg

I’ve thought of how I am going to record the finished scene in the engine later on. I read that there is some camera function, or matinee option, that lets you set up a ‘movie’ with a camera going through the scene. I don’t know how complicated that is, but it sounds like it will look best if I use that. I could go in and ‘play’ the scene and fraps the whole thing but it will be hard to make nice camera movements. If it’s possible to be a ’spectator’ in the scene, and fly around, that would help a lot. I’ll have to look into it more further ahead.

Next: Environment modeling…

week 15 : tuesday

Triceratops progress
I’ve finished modeling the dino, considering only one week has passed since I finished the basemesh I’m pretty pleased with the result. Now I have little less than a week to finish the textures before I have to start on the environment.
I posed it in Zbrush to give it a more lively look, like it’s ready to pounce any time instead of the lumbering cow pose it had before.
trice_sculpt4.jpg
trice_sculpt5.jpg
trice_sculpt6.jpg

Lowpoly, baked n ready to rig/texture. I’ve decided to do the saddle etc. without a real normal maps for now. Instead I intend to make it as good as I can with the diffuse and normal mapped details in Photoshop.
triceratops_wireframe1.jpg
triceratops_wireframe2.jpg

Next: Texturing…

week 14 : friday

Character tweaks
Since tuesday I’ve been tweaking the character and staff textures. A specular map has been created and a alpha map for the hair, I’m still having issues with getting the alpha to work. In the unreal material editor there’s two kind of opacity slots, regular opacity and opacity mask. The opacity mask seems to force the alpha map to a pure black/white image, which results in a coarser but faster map. That works but I want it to be smoother and I’m having trouble figuring out what to do. Simple connecting the alpha map to the opacity slot doesn’t work, there is some settings I’ve missed.
Here’s some in-game shots.
character_ingame2.jpg character_ingame3.jpg

I also continued tweaking the diffuse and normal maps. Adjust the levels, sharpen them and add fine details in the normal map, all in Photoshop. I could go on tweaking forever, but I need to stop if I want to finish the rest in time.

Besides the alpha hair problem I also ran into problems with my mesh, seen below. It turned out that I had to invert the green channel in the normal map. Thanks to Polycount and Dimitris for the help with that one.
This is how it looked when wrong, it only really worked when the light came from below.
wrong.jpg

And after inverting the green channel.
right.jpg

Triceratops mount
I haven’t progressed as far as I would have liked with the triceratops, but I’ve started to block out the volumes (yes I know the legs look like sausages right now). Aiming to be done with all sculpting this week so I can start baking and texturing next week.
Front, side and perspective view.
trice_sculpt2.jpg trice_sculpt1.jpg trice_sculpt3.jpg

week 14 : tuesday

Character progress
According to my schedule I should be done with the character by now, but the texturing took more time then I anticipated. I still need to do a proper specular map and alpha map for the hair, this shouldn’t take too long. I’m also going to do some quick normal map details with help of the texture and Nvidia Photoshop plugin. To further add some interesting bumps on my character.
Here’s how she and her staff looks now in the unreal 3 editor + the (w.i.p.) diffuse map for the character.
staff_ingame1.jpg character_ingame1.jpg character_texturemap1.jpg

Triceratops progress
The basemesh for the triceratops and its equipment is done. It went fairly quick and I’m going to continue sculpting the high poly mesh.
trice_basemesh1.jpg trice_basemesh2.jpg

Next: Finalize character texture and triceratops sculpting…

week 13 : wednesday

This week I’ve been hard at work baking out normal, occlusion and cavity maps. I started out in Maya, but soon decided to give xNormal a try. It worked out very good and I had no problems. Well I have one slight problem to solve still and that’s the characters lips which I still haven’t managed to bake good normals from.
Some map examples.
char_maps.jpg

After that I rigged and skinned the character in Maya, and started posing her. Skinning was a pain but I managed to sort it out in the end. Some joints were problematic and bent ugly but all in all I’m quite happy with the result. To get the clothes in place I made them nCloth and run a quick simulation to let them “fall” into place, I then tweaked some vertices if needed.
Front and back shot, she’s currently at 7214 tris together with the staff/mace. But I’m going to add jewelry and other small stuff to her so I will probably end up at 8000 tris at max, which sounds just about right.
char_wireframe.jpg

Here’s a turnaround with normal and occlusion map.

click here for twice the size…

Next: Texturing…

 

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