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HD Carl Johnson for GTA V

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_UrethraXtreme
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#61

Posted 06 July 2014 - 02:18 AM

Modding is good for keeping yourself interested in graphical work by doing whatever you want and far easier than working on renders/actual game development.

 

Also the instant gratification of being able to have your work in game playing with it and being able to get instant feed back *which sucks people in and has killed several things on these forums, which is why you'll see topics with updates every 10 minutes, but I digress*


69_black_69
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#62

Posted 06 July 2014 - 04:44 AM

So guys, I have a new friend. He's a senior character artist at Rockstar Games. He advised me to stop with the low poly and not mod games, but instead work on hyper realistic renders. I will take his advice, but why not have the best of both worlds? I'll still continue to mod for now :)

That f*cking guy want you to stop making the game res version because he's afraid he's going to lose his job to you, man.
Do what you think is good for you.

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almico
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#63

Posted 07 July 2014 - 09:58 AM

Thanks for the support guys. Don't worry, this mod isn't dead. I have a higher poly head ready for unwrapping which is around 9k tris.
I haven't been active because I just lost a family member but hopefully I'll be back soon.
I've been playing a lot of gta v to keep my brain occupied. I forgot how immersive single player can be when turning off the radar and hood.
I have another senior character artist friend at R* now and he loves the modding so that's good.
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thathipsterkid
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#64

Posted 07 July 2014 - 01:43 PM

My condolences man, Don't feel pressure to keep active If you don't have it in you. And definitely, I only play without HUD nowadays in GTA (or any open world albeit)

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Justin..
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#65

Posted 07 July 2014 - 01:51 PM

If they bring this over to gta v officially, they better bring the black van that you burglarise houses with lol. That was the best bit
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#66

Posted 07 July 2014 - 03:05 PM

My condolences man, Don't feel pressure to keep active If you don't have it in you. And definitely, I only play without HUD nowadays in GTA (or any open world albeit)

I appreciate it.

 

As for the radar, I'm playing GTA in a kind of roleplaying way now. It's much more fun and you notice the world and how much detail is in it. When I play with a radar my vision is 90% focused on the radar and I use my peripheral vision to dodge traffic.  It's much better without. I'm also learning my way a round a lot now. I didn't think it would be possible like in previous GTA's but it definitely is!

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almico
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#67

Posted 07 July 2014 - 08:58 PM Edited by almico, 07 July 2014 - 10:57 PM.

New head model..

My unwrap vs. Rockstars professional unwrap. 

DOVGlZI.jpg

 

Big update tomorrow ;)

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_UrethraXtreme
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#68

Posted 08 July 2014 - 08:35 AM

Fantastic job, UVW is the main reason I gave up on ergonomic shapes :/ yet to come across a good full tutorial on it.

 

Can't wait to see your texture work mate


69_black_69
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#69

Posted 08 July 2014 - 08:57 AM

Nice, looks identical. Can't wait to see your texture work. Please do share them flats if it's okay to you.
Texturing is the most fun part for me, and making hair is the most troublesome part.


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#70

Posted 08 July 2014 - 11:47 AM

Nice, looks identical. Can't wait to see your texture work. Please do share them flats if it's okay to you.
Texturing is the most fun part for me, and making hair is the most troublesome part.

I have a trick for black male hair that I'm going to use. It's used on Franklin but not to the extent that I might do CJ's. 

 

Works like this... results will be awesome: http://www.polycount...ad.php?t=130038

 

 

Fantastic job, UVW is the main reason I gave up on ergonomic shapes :/ yet to come across a good full tutorial on it.

 

Can't wait to see your texture work mate

Thanks mate. The key is place your seams in whilst in 3ds Max.. then export to Zbrush and learn the UVMaster Zplugin. This gives you good control but doesn't give you perfect results. Export back into 3ds Max and use the relax tool whilst on the UV verts. Apply a checker map texture so you can see which part is distorted, 

 

Hope this makes sense :)


69_black_69
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#71

Posted 08 July 2014 - 12:16 PM

 

Nice, looks identical. Can't wait to see your texture work. Please do share them flats if it's okay to you.
Texturing is the most fun part for me, and making hair is the most troublesome part.

I have a trick for black male hair that I'm going to use. It's used on Franklin but not to the extent that I might do CJ's. 

 

Works like this... results will be awesome: http://www.polycount...ad.php?t=130038

 

Yeah, I've seen that tutorial, but never really tried it before. Never know that it was used on Franklin head's though.
Well good luck, can't wait for the big update. And i'm sorry for your loss.

And definitely stay in here please. We doesn't have enough original character modder for GTA lately.
Everybody just convert things from other games, and it wasn't nice.

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indraCG
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#72

Posted 08 July 2014 - 12:49 PM Edited by indra., 08 July 2014 - 12:50 PM.

Everybody just convert things from other games, and it wasn't nice.

 

 

wasn't nice for you..and me..but most of people in this comunity like conversion..its popular..as long they can get hulk or superman in gta, converted from other game?..bad rigged? who cares? people want to see these craps again in gta V..
 
on topic : good work with the uvw map...3dsmax with the relax tool is always enought for me though...
and am sorry for your loss..
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#73

Posted 08 July 2014 - 01:44 PM Edited by almico, 08 July 2014 - 02:30 PM.

@Indra & 69_Black_69 Thanks a lot. You two are great.

 

Game model ready for texturing. More details to fit his lifestyle such as scars and aging. I will be messing with the strength of the normal map in places so he doesn't look like a crack head.. Chin is less pointy and his silhouette is round. I stole Franklin's teeth and eyes for now. Hope he doesn't mind.  

I'll keep you guys updated. Work will be quick on the head now that the hard part is over. He will only get better from here with spec maps, gloss maps and sub surface n translucency maps.

 

Details were too strong. Already softened the details. Looks much better. Ears baked great.

Nxf26J3.jpgweLLHqA.jpg

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#74

Posted 08 July 2014 - 02:11 PM

Wow so awesome! When you finish him, please make him as a ped for GTA IV :) It's really awesome! Good job :D
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almico
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#75

Posted 08 July 2014 - 02:22 PM Edited by almico, 08 July 2014 - 02:28 PM.

Wow so awesome! When you finish him, please make him as a ped for GTA IV :) It's really awesome! Good job :D

I might do, but I would love to see him in GTA V for the release of him. I know that it may take a while to get characters in though. Also, I updated slightly.. and a side profile :)

 

Thanks for the kind words. 

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#76

Posted 08 July 2014 - 04:45 PM

Original CJ texture.... had to edit it around to fit but still looks weird!

G2XS6BR.jpg

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#77

Posted 08 July 2014 - 04:56 PM

Doesn't look weird at all, looks great.
It is a little low quality (obviously) but yeah, looks great.

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#78

Posted 08 July 2014 - 05:20 PM Edited by almico, 08 July 2014 - 09:41 PM.

Added cavity maps and ambient occlusion. 

muL3Lv0.jpg

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#79

Posted 08 July 2014 - 09:58 PM

Nice. Is it marmoset you're using to render that?
Texture his eyes next please.


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#80

Posted 08 July 2014 - 10:01 PM

Nice. Is it marmoset you're using to render that?
Texture his eyes next please.

 

Marmoset 2.

 

I've done for today. Off to sleep.

 

Hope you enjoyed the updates throughout the day. I'll be doing the same tomorrow and possibly add eye textures. 

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#81

Posted 09 July 2014 - 12:50 AM Edited by indra., 09 July 2014 - 01:07 AM.

cavity map is ok...but i dont think the AO is needed..expecially if you want to make gta5 styled texture, its wong if you put ao on it...they are not used it in gta 5's textures...you can see how flat their texture is...the game has real time ao..


_UrethraXtreme
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#82

Posted 09 July 2014 - 03:01 AM

cavity map is ok...but i dont think the AO is needed..expecially if you want to make gta5 styled texture, its wong if you put ao on it...they are not used it in gta 5's textures...you can see how flat their texture is...the game has real time ao..

I'd say he's simply doing the model correctly from the start as it will be a mod for GTA but will also be a nice portfolio piece for him.

 

Seems like I need to give in and get to work learning MudBox

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almico
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#83

Posted 09 July 2014 - 04:03 AM

cavity map is ok...but i dont think the AO is needed..expecially if you want to make gta5 styled texture, its wong if you put ao on it...they are not used it in gta 5's textures...you can see how flat their texture is...the game has real time ao..


The ao is literally a layer with about 15% visibility in Photoshop with a multiply modifier. Don't worry, I have franklins texture files and know how it will look when I'm optimising it with smaller textures and fitting it to the gta style more.
UrethraXtreme is 100% correct. I need this to go in my portfolio so it's going to look better than GTA V standard.
I'm on my phone right now and it's 5am so correct me if I'm wrong but franklin uses a strong ao map for his ears within the diffuse to give the illusion of shadow and depth. I'll check it out when I get up.

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#84

Posted 09 July 2014 - 05:25 AM Edited by indra., 09 July 2014 - 05:26 AM.

okay..cool

the model already look better than gta standard anyway...

about franklin's ears shadow..i'm not sure its ao map..it's more like manual painted to me...

2wgyusp.jpg


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#85

Posted 09 July 2014 - 06:50 AM

@ Indra, that looks like an ao with parts erased so the in game ao has chance to work. Gives me an idea actually cheers for pointing it out.

Thanks for posting the texture :) just noticed that it has highlights/light reflection painted on slightly to raise certain details.

What size head texture do you think PC version will be? 2048?

Going to start work on it soon.

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#86

Posted 09 July 2014 - 12:38 PM

Added spec, gloss and eyebrows. Eyes will be next.

6eAqUfL.jpg

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_UrethraXtreme
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#87

Posted 09 July 2014 - 12:52 PM

Not sure how you feel about low poly modelling but when you're totally done, would you be interested in doing a SA level of detail model for the last generation of games/just because?


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#88

Posted 09 July 2014 - 12:56 PM Edited by almico, 09 July 2014 - 01:26 PM.

Not sure how you feel about low poly modelling but when you're totally done, would you be interested in doing a SA level of detail model for the last generation of games/just because?

 

People didn't seem as keen on it because of the polys silhouette. We will see :)

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#89

Posted 09 July 2014 - 02:29 PM Edited by indra., 09 July 2014 - 02:30 PM.

@ Indra, that looks like an ao with parts erased so the in game ao has chance to work. Gives me an idea actually cheers for pointing it out.

Thanks for posting the texture :) just noticed that it has highlights/light reflection painted on slightly to raise certain details.

What size head texture do you think PC version will be? 2048?

Going to start work on it soon.

 

if you say so...

I  think it will be 2048, same as max payne 3, but you can always make your texture as big as you want, then resize it later..


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#90

Posted 09 July 2014 - 11:39 PM Edited by almico, 10 July 2014 - 10:24 AM.

Eyes. What you guys think so far? Going to start hair planes for facial hair tomorrow.

 

Jl8JzpW.jpg

F1eh3lK.jpg

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