Normal and Occlusion Maps

Works in progress and technical screen shots.

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Re: Normal and Occlusion Maps

Postby punkduck » Mon Jun 05, 2017 5:46 pm

o4saken wrote:

Wow those are looking truly amazing. Great work as always!
And yes definately need a Hattori Hanszo sword :)


Like this one? :mrgreen:

I tried my best to create a sword like in the movie. All stuff will be uploaded soon. (Sorry about the big cupsizes ... it deforms the motorcycle jacket in a weird way).
I will do two better pictures in the "daily life of models" part ...

dani_killbillposter.jpg
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Re: Normal and Occlusion Maps

Postby o4saken » Tue Jun 13, 2017 8:04 am

Decided i wanted to make actual geometry eyelashes - yes they take longer to render, but when it comes to realism the flat textured plane cant even compare.
Anyways this is the result - it doesnt have a texture because for best results you would setup your texture nodes as you would for Particle Hair system.
eyelashes.png

the skin is scary in the render though :) was messing around.
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Re: Normal and Occlusion Maps

Postby blindsaypatten » Wed Jun 14, 2017 3:45 pm

o4saken wrote:it doesnt have a texture because for best results you would setup your texture nodes as you would for Particle Hair system.

You're taunting us newbies aren't you! ;)

After some flailing around to make them black..., my only suggestion is to have their direction follow the curve of the eyelids rather than having them all parallel.
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Re: Normal and Occlusion Maps

Postby o4saken » Thu Jun 15, 2017 11:00 am

blindsaypatten wrote:my only suggestion is to have their direction follow the curve of the eyelids rather than having them all parallel.


:) jip its not perfect, but what i thought would be simple task actually wasnt - the particles are very unpredictable on such a small and bent surface. Anyways its a start - i have the blend file with the particles now setup, i just need to take time and try comb them out more for a better result.
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Re: Normal and Occlusion Maps

Postby o4saken » Fri Aug 11, 2017 11:53 am

Had this shirt laying around in a blend file, decided to turn it into clothes so i can delete the old blend file.
redshirt.png
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Re: Normal and Occlusion Maps

Postby o4saken » Tue Aug 22, 2017 11:53 am

Started work on Harley Quinn.

This is the top so far.
Harley quinn.png


I forgot to set the metal parts to Anisotropic in blender in previous render..
harley2.png
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Re: Normal and Occlusion Maps

Postby o4saken » Wed Aug 23, 2017 11:48 am

Did Harley's Baseball Bat today - what a mission - something so simple can be so difficult to texture - simply because it gets thinner by the handle and as a result the UV map does the same which was fine for the wood texture but then the words was another story, i then tried to split the UV map even more hoping it would open flatter but it just refused. Oh well - over all i am happy with it. also added the arm band things. now i need to do the frilly thing that goes around her neck.
harley.png
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Re: Normal and Occlusion Maps

Postby punkduck » Wed Aug 23, 2017 8:51 pm

o4saken wrote:Did Harley's Baseball Bat today - what a mission - something so simple can be so difficult to texture - simply because it gets thinner by the handle and as a result the UV map does the same which was fine for the wood texture but then the words was another story, i then tried to split the UV map even more hoping it would open flatter but it just refused. Oh well - over all i am happy with it. also added the arm band things. now i need to do the frilly thing that goes around her neck.
harley.png


Wow, I will wait until these assets are ready!!

In between I've to learn to create the pigtails with strand hair. Wolgade gave an explanation to create a ponytail. I guess it will be similar.


This reminds me of freaky Rebecca Crow (from Suicide Girls) who last year was using this look in London. Maybe I'm successful changing my Dani character to be similar.

From her twitter account: https://pbs.twimg.com/media/Curbi4yWgAAW2RY.jpg.

But your clothes are more authentic to the comic. Absolutely cool and I'm looking forward to try this :P

At the moment I'm working on native American fashion of today ... (serious ones, no costumes)
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Re: Normal and Occlusion Maps

Postby o4saken » Thu Aug 24, 2017 9:32 am

Update on Harley Quinn

I have done the neck frill thing - still want to add a necklace - next project
then i have done her belt - this includes a displacement map, mainly black just to bring out the picture on the belt. - next project her pants.

Quinn update.png


EDIT: I lightened the texture of the bullets a bit - the were very dark as seen above
Capture.PNG
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quinn_neck.zip
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Last edited by o4saken on Thu Aug 24, 2017 1:45 pm, edited 1 time in total.
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Re: Normal and Occlusion Maps

Postby o4saken » Thu Aug 24, 2017 1:09 pm

Did the Puddin chain today, and then decided to add an optional tattoo.
The PUDDIN chain, uses a displacement map to give a bevel and it also uses the ALPHA from the diffuse as the factor of transparent to keep only the text on the chain.
The Tattoo has a diffuse, and then a BW image that is used as the factor of the transparent - keeping only the text and removing the white.
puddinnecklace.png
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