The Slig - The creature was originally designed by Oddworld Inhabitants
Here is this turntable, please watch in HD:
https://www.youtube.com/watch?v=g-CPN_JJcWM
I've been working on this project for a good while now, I hope you all like it. Im a huge oddworld fan and theese things terrified me as a kid! Ive been wanting to model one for a while and I finally got around to it.
I used 3Ds max to model the pants and mask, and Zbrush for the body, Rendered in Marmoset Toolbag 2.
Thanks!
Replies
- A better lighting. Search 3 point lighting on google. It's easy and gives good results.
- Change the background color. Black or white backgrounds flatten the character. If you don't have an original idea for the background a middle gray will do.
And like almighty_gir I really would like to see the wireframe because 56k is waaaaaaaay too much.
I was under the impression around 50,000 was standard for game characters these days. Anyway I modeled the Respirator and robotic pants in max from scratch and the body was retopoed using Zremesher over the high poly sculpt.
Zbrush also added some weird cuts into the pants when going from max to Zbrush and then back.
I would work on the textures some more, everything looks very new and clean.
People have the tendency to go way over the top when adding dirt and grime and I'm not saying you should do that but as it is now, there's no wear and tear on the character at all. Maybe there's some oil leaking down his legs, you know, subtle little details that give life to the character.
I was watching a video about texture painting in mudbox the other day and found it interesting how many different shades and hues skin has: https://www.youtube.com/watch?v=RhgR00JsFSU
You did a great job on the feel of the hide but I think some more color could benefit it well.
Cheers
50000 is fine for a character, but you used like 20k on the black pipes alone. For portfolio thats fine if you make everything as detailed as possible i suppose, but then add more geo to the top of the head
For an actual game you would have to make the pipes without bevels, but I would not cut it now, as it would degrade it a lot i guess.
There are a bunch of places where you could save and where you could increase however.
Also the eye needs AO or something
Thanks for the reply, I will look into adding some extra details in mudbox thankyou.
@almighty_gir
Yeah that's really apparent now, that's sometimes the problem with auto retop tools, Ill keep that in mind.
@Shrike
Thanks shirke I will look into making those changes.
On the organic parts it's gonna be easy, just remove loops and add some where needed, don't be affraid to create triangles, it's totally fine if this part of the mesh doesn't bend in the opposite way of the triangle.
On the hardsurface parts there are a lot of completely useless edges. A good rule is "If it doesn't change the silhouete, delete it". These parts don't bend so go crazy with the triangles to save polygons!
And yes, in the new gen it's common to make 50k tri character if they NEED that kind of polycount. You could bring your character to 25k with absolutely no noticeable difference.
I hope it helps!
Also to everyone else thanks for the advice you have given, if I dont use ti to make changes to this model i definitely will use that advice in future projects.
I believe zBrush offers the more powerful polypainting tools, I was just using that as an example.
Keep it up, this'll turn out great!!!
I think you could try pushing the spec map a little further. Adding points of interest instead of an overall noise.
To me they seem muddy compared to the chest and back. Maybe I am wrong, but when I looked up the character the detail over the whole model seemed to be consistent.
Awesome work though.
- Scott Easley
"Hello" *waves*
[ame="http://www.youtube.com/watch?v=6FC4lA7BNnM"]Abe's Oddysee: Hello, Hello! Follow me?,Ok - YouTube[/ame]
Wow thanks Scott, its amazing to know you have seen this!
My main concern is how flat the skin is. Everyone touched on wear and tear, dirt and so forth which is important, but if you don't add variation to the skin tones then it looks plastic. If you are going for the 50 60k range you should do a PBR and that would mean doing SSS for the skin as well where you can add a lot of color variation due to blood, veins and fatty deposits.
I have yet to do a 3 point light in the new marmoset. Let me know how that goes, i think it would be more powerful then their presets.
I do understand the workflow and will definitely work on that stuff for my next model, for now as i say i will focus on improving the textures.
Unfortunately my marmoset trail ran out so the next renders will most likely be from max
Here are some new shots guys, finally got around to making the texture fixes and general render fixes, hope you like!