Since Bunny's been out primming me, I've been playing with Mudbox
Latest project
(http://pro52.msshost.com/~unfluffy/Kpics/Vmask3.jpg)
And below is an ingame (Second Life) hood I made (Big image):
[spoiler](http://pro52.msshost.com/~unfluffy/Kpics/Sculpthoodimage.jpg)[/spoiler]
I don't know much about computer modeling, so I don't understand the graphic in the middle. The face looks great though. It reminds of that great mask in "V for Vendetta". Looks great! :thumbup:
Thanks. Eventually that's what it will be when I can convince it to spit out a nice UVmap to work with.
(http://pro52.msshost.com/~unfluffy/Kpics/Vmask4.jpg)
Once I master the mapping, then the texturing should get better.
Well getting the mask in game (Second Life) is a bat of a challenge. Sculpt maps are new and SL doesn't like too much detail yet, so it takes a bit of coaxing. Though It seemed to like it better when I went from a cylindrical map to a spherical map.
(http://pro52.msshost.com/~unfluffy/Kpics/KrimandV_001.jpg)
There's the mask with uploaded wireframes. That's my avatar sporting the nifty sculpted Fedora I made which was supposed to be a Wrangler. Thing about sculpt maps is that they have to be a square, and my UVmap looks like this:
(http://pro52.msshost.com/~unfluffy/Kpics/Vmaskwiresjpg.jpg)
Note the big black holes. Second Life doesn't like those, so I have to do a few tricks to make it work, like move some vertices by hand, then select the sculpt area, bring it to another layer, then apply the Flaming Pear solidify filter. Sometimes I have to cut out some anomalous pixels as well then guestimate and guassian blur the patched area so it imports right. I might still try and re-import the mask again if I can smooth it out more. Otherwise, I can probably get away with making a new texture.
Funny thing is, is that after doing the initial model in Mudbox, I exported it to an Obj file which I then imported to AC3D in order to correct the bounding box and generate the sculpt map. I suppose if I bothered learning NIFscope I could probably slap V onto some male trenchcoat mesh, though I would have to cut the faces down from the 65536 its currently at. :lol: