LMAO… I had alot of errors along the way, as you know, I’ve had to rebuild several times… For me to be working on one item for like a week now, it’s feeling like eternity . haha!
I have been working on it pretty much full time… I shudder to think that I gotta UV Unwrap all this after.
LMAO… I had alot of errors along the way, as you know, I’ve had to rebuild several times… For me to be working on one item for like a week now, it’s feeling like eternity . haha!
I have been working on it pretty much full time… I shudder to think that I gotta UV Unwrap all this after.
Since I got UV layout I’ve not found it too bad. Finally got DS and Hexagon installed so I suppose that should be next.
I just found this thread, but haven’t viewed it’s entirety yet (thank you Scott-Livingston for the link). I will catch up later…
Spyro:
Just wanted to say very nice work, and very inspirational. Your work is outstanding.
I have only seen your modeling start on the boots, and my first thought was wow, are you really high-poly facet modeling that thing? Now, that’s dedication.
I look forward to reading the entire thread, and view all the progress, as well as your future progress.
Thanks man! Yes, the boots were made from a single plane with 4 Verticies, 4 edges (The size of one face on the boots model). The boots did not use MSmooth or Subdivision or any other smoothing modifier. As such, it will be edited to include all these newly learned features. Search 3ds max Plane modeling on youtube… And that’s how I made the boots.
I’m glad you like them, and enjoy my thread… What started out to be my render thread really became a projects thread lol. (I may need to split the two and have a separate thread for my actual renders)
I’ve added belt loops (Although, it’s not necessary for Spyro… It was ideal to add such details for the product to be used in parts… Since mix and match is somewhat common in peoples work.)
To Sickles delight, I have added a workable fly which can be opened with future morphs, rather similar to Sickles work - Inspiration came from Sickles Morphing Business Suit pants. This is the point where I have broken the symmetry, therefore I must be very careful when adjusting the geometry of the pants.
I’ve added MSmooth to the model, effectively dividing the faces into four, (Doubling the resolution of the “cage” which means I can add higher detail to the mesh which is no longer sub divided 2x it is now sub divided once)
Like all my WIP’s each colour represents a separate material zone.
I’ve added belt loops (Although, it’s not necessary for Spyro… It was ideal to add such details for the product to be used in parts… Since mix and match is somewhat common in peoples work.)
To Sickles delight, I have added a workable fly which can be opened with future morphs, rather similar to Sickles work - Inspiration came from Sickles Morphing Business Suit pants. This is the point where I have broken the symmetry, therefore I must be very careful when adjusting the geometry of the pants.
I’ve added MSmooth to the model, effectively dividing the faces into four, (Doubling the resolution of the “cage” which means I can add higher detail to the mesh which is no longer sub divided 2x it is now sub divided once)
Like all my WIP’s each colour represents a separate material zone.
Ok, long long long process of UV mapping is deemed complete… At least for now. I’ve also weight mapped the pants.
I’m playing with shader settings atm. Trying to find the right surface settings for the base texture set. I’m certainly NOT done with textures, in fact, I haven’t yet shaped the texture, it’s just a flat texture with no bump, and no curvature or any highlights/fades/shading in the texture. (Just for reference).
I’m not sure If I’m allowed to use HSS, I would like to though. Not sure how that would go if it’s installed on someones computer that dont have it? (Not even sure if Daz allows products to use shaders that aren’t the daz default) - Btw I dont know if HSS is a default shader of Ds.
This is coming along very nicely! I don’t recall having ever seen a clothing product packaged with HSS presets, but since characters often are, I don’t see why clothes couldn’t be as well. HSS comes with all versions of DS4 and I believe it was bundled with some versions of DS3 but not earlier releases. It, however, is not the same as the “Default Shader.”
Trying out adding stitching to the texture. It will take a while to line everything up right, but the test proves it will work.
Looking at this test render… I think I will make some adjustments to the model.
1- Add a geometry seam, running from the back, vertically to the bottom of the fly.
2- Fix some of the belt loops that aren’t lined up properly.
3- give more depth to the geometry seam that runs horizontally across the upper backside where the back pocket flaps are attached. They seem to have lost their depth to the sub devision.