Toki II


Materials Finalized, see pg2 for more information.

Original Post

My demo reel will be made up partly of new models (such as Anon), and remade old models like this one. You may remember Toki from a few months ago. The modeling and texturing work were ok, but I felt I could do better.

Therefore, I decided to redo it almost from scratch… but instead of modeling it the same way I did the last time, I chose to try out a new work flow:

Skip down if you don’t care for the details

> Model a simple character model of around 1,000 or so polys.
-I’m using the old Toki model of around 7,000
polygons in this step.

> Take into sculpting application and use the tools to sculpt the character’s shape out… without getting too detailed.
-I used Mudbox, though I could have easily used Silo 2 beta
or Blender 2.43 RC3 - I stopped subdividing at around
300,000 polygons.

> Retopologize sculpture into an animate-able mesh of around 10,000 polygons or more.
-Blender 2.43 has the exact same retopology
tool (with a minor improvement) as Silo 1.42… but
Silo 2 Beta has a feature called surface snapping -
allowing me to literally model on top of the
sculpture - as opposed to drawing the topology out -
very much like TopoGun.
(This is where I am now.)

Of course, the following is split into two sections, one for Blender, and one for Mudbox…


After this point, you could just use Blender to…

> Unwrap the uvmap. (for texturing later in Photoshop or Gimp)

> Save a backup of your character model!!
-Multires is a destructive process - if you change
your mind later and do not have the original mesh,
you are screwed and will have to make do with the
bottom level. Note: A good saving practice is
saving different revisions of your scene file.

> Sculpt on top of the new mesh with Multires system, which is fully animate-able… no need for displacement maps.

Although you may have problems at higher resolutions ( 1 million plus ).

Mudbox (what I’m going to do)

> Unwrap the uvmap in Blender.
- I could use Silo 2 beta… but it’s a beta.
Both programs use the same LSCM unwrap algorithm.

> Transfer mesh to Mudbox for detail sculpting.
- Blender obj export has a problem, where other
programs that open the obj files, end up with two of
the same mesh, one normal, and the other faceted and
laying on it’s back. Luckily, this ‘cruft’ model
can be deleted in Mudbox.
- Also, Mudbox’s object space is large, therefore I
will have to scale the mesh’s vertices up by 10
times before exporting.(not the object itself, I
want to scale it’s local space coordinates up,
not its global space). Scaling it up in Mudbox does
not solve this issue, though I believe this problem
is only temporary. Why scale up before export?
Because the brush tools are hyper sensitive on small

> After high detail sculture is completed, make 16 or 32 bit displacement map and export the first level.
- work done on higher levels is propagated down
distructively just like Blender.
Thus, the first level is different from the
original imported mesh in that it’s “smoother”, this
makes it perfectly ready for displacement. In other
words, don’t apply the displacement on the original

> In Blender 2.43 RC or another studio app, apply the displacement map in the modifyer stack. Make sure it’s applied after the subdivision modifyer.

> If you have made a NORMAL MAP, use the original mesh as the low detail model, the sculpted mesh as the high detail model and apply the resulting map on the original mesh, not the bottom level of the sculpted mesh.

My work so far

This is what I have so far…

(sculpture not shown)

(Blender render)

(right side of sculpture was deleted for efficiency.)

edit: Images reduced to links

wow surprised no one has anwsered yet.
Its a really promising character.I love the simplicity and thank you very much for telling us what you were planning to do, and how you completed the process.

my only crit is:

1.the feet are too thin.You might have been conisdering amphibian feet like frogs, but even then its abit too thin dont you think?

if you can pull of a scene great materials and lighting.I am sure it will earn you a spot in the gallery.Think big man!

That particular joint might be. I’m not sure though. He is well balanced. Here is the old model…

Hey, looks pretty good there. You do good, clean modeling. I’ll be watching, once again.

Hey though, Blender’s retopo feature does let you model straight on to the mesh. Just turn on the ‘retopo’ button without activating ‘paint’ and you can add planes or arbitrary shapes and edit points and edges and stuff in real time, and it’ll stick it to the mesh. If that doesn’t work out the way you want, ctrl+click on the surface to add a vertex, and start extruding from there.


Well anyway, here’s an update. I finished retopping. I did some vertex pushing on top of that.

For a clue of what I’m thinking, I’m currently wondering if I can get a refund for Silo. ( edit: naah… I’m not anymore :stuck_out_tongue: )

edit: Images reduced to links

Modeled the inside of his mouth, including the teeth. Also I accentuated certain details on the model, because with all those polygons (9,105 excluding the eyes), the earlier pictures couldn’t help but make you wonder if they could have been done with less.:confused:

edit: Images reduced to links

I’m trying to think up a matching scene to place him in, so far, I’ve considered the deck of a starship and a wooded area. Does anyone have any ideas?

Re: Silo. Wait and see, who knows, eh?

Re: Polygon Amount (9000) Well, I wasn’t really wondering, but I do know you’re a better modeler than I am. :stuck_out_tongue: Good job there.

Re: Location. I can’t see him in space, for some reason. How about ruins. Would some kind of ruins work? Like, even outer space or wooded ruins, XD, but for some odd reason that’s what I get a picture of.

Anyway, great work so far. I’m still watching.

Wooded ruins, on a little chunk of floating land ala the end of fantasia, floating in the middle of a spaceship? :slight_smile:

Um, also, wouldn’t the new Bake Normals thing in blender kinda do the same function as what you want to do in mudbox, or am I missing something.

Detail detail detail.

I think I will go for the ruins, thanks for the ideas guys.

I had to do two separate uv sets to get the detail I want. This is the first time I’ve done that. I had another test texture but… Blender’s test texture was better looking so I used it for these shots.

Also, I remembered that Blender 2.43 RC3 still can’t handle tangent normal maps, so I’ll have to make do with a 16bit displacement map and use it as a bump map. I don’t really want to displace the mesh, because the silhouette will be the same.

edit: Images reduced to links

Nice unwrapping there. I don’t think there’s much I can critique you on. :stuck_out_tongue: Hey, though, the texture becomes bigger at the top of his leg, was that on purpose? I assume it was, but I figure I’d check.

Also, what makes you say that blender can’t do tangent normal maps, do you mean render them or bake them?

Woops. NMap TS…


Rock on. :]

Here is a test shot. Just making sure this will all work out.

edit: Images reduced to a link

Well, I’ve been working really slow lately because of real life things, but tomorrow I’ll have a long work session. Hopefully I’ll finish this stage of the project and move on to texturing.

edit: Image reduced to a link

Due to some problems I stepped back and created a new uvmap.

edit: Image reduced to links

This time I didn’t over-do it. The subtle bumpy texture of the skin was painted on an easy to manage 1.9 million polygon mesh, then a normal-map was baked, and that’s what you see here. The normal map almost seems too subtle, so I have it applied with a factor of 0.66 instead of 0.5 (0.75 was tried but seemed too strong). There are very minor artifacts, but nothing that can’t be fixed in a paint program.

edit: Images reduced to links

good uv map, PUT HIS TEETH BACK ON!!

really nice character Howitzer, I like both proportions and edge flow!
do you plan to animated it?

edit: Images reduced to links

Here is the model with a simple rgb texture. The texture is really small, and was painted within Blender as sort of a starting plate. Here are some minor problems I’ve noticed, and will fix soon. Most of them are my fault.