Sunday, 15 April 2012

Armor parts with Normal Map but no Textures

So far I only have the normal maps done for some of the armor parts. Here is the remaining parts.



Belt

 Base model
 With normal map
 Side
 Back


 Sandals

Base model
 With normal map
 Side
 Back


 Shield

 Base model
 With normal map
 Side
 Back


 Sword

 Base model
 With normal map
 Handle close up
 Hilt close up
Details

Helmet Final

The helmet proved to be a challenge for me, each step of the way there was a new problem I had to overcome. Firstly, it was hard to model because of all the weird shapes, I hadn't modeled anything quite like it before. Then when I had to prepare it for Mudbox I ran into problems. I ended up having to remodel some of it because Mudbox didn't like it, but after that it was a much better model. Then when I was sculpting it in Mudbox it was tough because there was a lot of crevices than were hard to get at. The only part that went smooth with the helmet was the texturing, I didn't run into any problems.

In the end I really like how the helmet turned out though, it might be my favorite part of the armor.


 Base model
 With normal map
 With normal map and textures
 Side
Back

Forearm Armor Final

Here's the forearm armor completed with normal map and textures.


 Base model
 With normal map
 With normal map and textures
 Side
Back

Shoulder Armor Final

Not much to say about this. Here it is, the shoulder armor, with normal map and textures.



 Base model
 With normal map
With normal map and textures
  Side

About time for a post!

Its been a long time since my last post, about a month to be exact, but be assured I have been working steady during the time. The next few posts will be proof of that.

During the month I have created all the normal maps for each armor part in Mudbox, and I have gotten about half of the textures done. The normal maps turned out much better than I was expecting them to. I was able to get a lot of detail on each armor part.

I am also trying to create game friendly versions of each armor part encase I ever turn it into a character to be used in a game. Most of the parts are already pretty low poly, but some, like the breastplate are really high poly. I worked really hard to create a low poly version of the breastplate that would still maintain the shape of the sculpted version, I think I did a pretty decent job as you will see below in the pictures.

In this post I am going to show you the completed breastplate. The high poly and low poly, with and without textures, and with and without normal maps.



Base model
 With normal map
 With normal map and textures
 Side
Back

 High poly wireframe (27176 polys)
 Low poly wireframe (3624 polys)
Low poly final

As you can see there is a significant cut in polys from the high to the low. There is also a drop in quality though, but luckily it isn't very much.