nicked on 17/11/2010 at 19:48
Quote Posted by Nameless Voice
Y'know, now that I look at it more closely, the texture on the original skull model does imply a jaw. Note the line of bone under the black line at the bottom.
There's only one row of teeth at the bottom. There's some black at the bottom sides to disguise the lack of a curve, but definitely no lower jaw.
Stan_The_Thief on 18/11/2010 at 00:09
Don't over-detail. What's good about original objects is that they're un-detailed and vague enough so that you can stack them in a row and they won't look identical -- they each remain "a skull", "a bottle", etc, and you can have a bunch of them. Trying to stack these fancy improved objects makes them look unnatural, because they actually look like an exact copy of each other in every intricacy.
Also, there is a "bone pile" object that may really need improvement. As far as I remember, it's a well-detailed bone texture stretched over an object that looks like the "cone" type of DromEd solid brush.
Stan_The_Thief on 18/11/2010 at 00:13
Quote Posted by LarryG
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Maybe you can remove the "brows" on the skull. They make it look like it's frowning Halloween-style.
LarryG on 18/11/2010 at 03:30
I'll do what I can. I'm starting with Schwaa's skull because his is a very acceptable low poly model and has a texture map I understand. I made my own skull model from scratch, but I had trouble making a decent spherical projection texture for it. So I switched to modifying Schwaa's.
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Now, though, I'm less and less happy with how much work it will take to fix Schwaa's the way I want it. So I may go back to mine and try to figure out how to texture it. I wish I knew of a program I could feed front, side, and back views and get a spherical projection out the back end . . . How do the big boys make their spherical face maps???
LarryG on 18/11/2010 at 07:23
Since I don't know how to do it right, I decided to do it wrong. :laff:
Instead of using one spherical projection texture ('cause I don't know how to do that), I'm using two planar projections: a front view and a side view. I mapped my skull twice, duplicated it, cut each to fit the other, then welded the pieces together.
Now that I have a good pair of mappings, I'm going to adjust the colors and hues to match the rest of the bones and blend together across the welds. This is the current state. Tomorrow or the next, I should have it finalized. Knock wood and sacrifice a goat!
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Briareos H on 18/11/2010 at 07:54
Lovely! :D Now that's a great texture. And I really like the colour for the back of the skull.
Dropping the jaw was a good thing.
qolelis on 18/11/2010 at 11:11
Your skull is not the only one who has dropped a jaw :thumb:
LarryG on 18/11/2010 at 19:50
The model didn't look all that great without the textures, did it? But with them, it begins to become a reasonable looking skull. A good texture is worth a heck of a lot with these low poly models, that's for sure! It can cover a host of sins caused by the poly limitation. I just hope I don't lose too much definition as I try to get the texture colors to match up to each other. I wish I had had matching source views, but I didn't. So I have to muck about trying to get them to look like the same skull. Should be worth it though.
LarryG on 19/11/2010 at 02:04
I've made some progress getting the two textures to blend seamlessly. Not quite done, but close. The eye sockets and nasal cavity need some more shadowing now, I need to address the underside of the mouth. Right now that is all ugly stretch marks. Then, adjust the skull's color balance to better match the other bones in the skeleton. Whew!
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LarryG on 19/11/2010 at 05:33
Aged to match all the other bones. Whew! Eyes too dark?
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Edit: Better eye sockets?
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