Hey guys! its been forever since i updated this thread, been very busy in the las weeks! but im finally done with my lowpoly!
it is about 14k tris right now and the texture is the AO w/ the Cavity map.
Let me know what you guys think!
Also i have small question , maybe someone can help me with that.
I Baked my AO using Xnormal, but most of the part are baked separetly to avoid baking errors. but now i want to add ao in btween each parts that were bakes separetly (See attached image) do you guys know any fast way to do this or i should bake them all separetly??
As for the AO issue, I bake out an AO of JUST the low poly mesh in maya and multiply that over the top. It does not have any of the highpoly detail but that really does not matter. It is just an AO of ahhh "closeness" and I find it really does the trick.
Looking KILLER! I am really keen for some more please.
You could export your whole model now and do the AO in xN, then just grab the parts you want. This shouldn't take to long, as you're only missing a few small areas.
I do this all the time, and just blend the new map in on a new layer in Mudbox. But then again, I use z for sculpting and mud for painting.
@ Duncan & Kon Artist thanks for the tip! i ended up baking the one i was missing separetly but ill gives this a try for sure on the next one ! i also found the i could boost the AO in MArmo to more then 1.00 when i enter digits.. I think it gives kind of the same result?
Anyway ill shoot some updates soon! thanks again !! :poly124:
Awesome work man, well done getting this finished! Render looks good, but I don't think the lighting choice suits the character, its too neutral.
He looks like he belongs in the shadows, in a time pre-electricity, so maybe fake some torch light effects, give the light a slightly orange hue. The current lighting gives more of a modern/futuristic feel. Guess it depends on what look you're going for!
Sooo much better! You textures work well with this lighting, and it has really imporved the realism. Remember, if its a medieval subject, never light with white! (just made that up! haha)
EDIT: well, that not strictly true, but it def works with this character
Is it rendered in Mental Ray?
Metal looks good but I think the leather isn't quite right. Maybe needs more specular?
Yeah it was pretty much all the leather. It looks much better in your Marmoset render. I think with a bright day-light lighting setup leather can get washed out and look dull, so it *can* be good to boost the specular to keep it looking like leather rather than a dull rag. Putting him in a darker lighting setup should give him more contrast and shadow and also make the materials a bit more readable.
This character is absolutely stunning. The only problem at the moment is I kind of don't know where to look as there is so much going on in the design. I think a low opacity gradient overlay would really help draw attention away from the feet and to the head.
How many sub tools is that bad boy, and how many terabytes of RAM do you have?
My computer would implode with a tenth of the polys that you highpoly sculpt has lol
Replies
it is about 14k tris right now and the texture is the AO w/ the Cavity map.
Let me know what you guys think!
Also i have small question , maybe someone can help me with that.
I Baked my AO using Xnormal, but most of the part are baked separetly to avoid baking errors. but now i want to add ao in btween each parts that were bakes separetly (See attached image) do you guys know any fast way to do this or i should bake them all separetly??
anyways feel free to C and C ! thanks guys!!
Uploaded with ImageShack.us
As for the AO issue, I bake out an AO of JUST the low poly mesh in maya and multiply that over the top. It does not have any of the highpoly detail but that really does not matter. It is just an AO of ahhh "closeness" and I find it really does the trick.
Looking KILLER! I am really keen for some more please.
I do this all the time, and just blend the new map in on a new layer in Mudbox. But then again, I use z for sculpting and mud for painting.
Looking freaking awesome BTW:)
btw.. have you been doing anymore dancing in the G+ hangouts?? haha
@ Afisher HAHAHA not lately im practicing some new moves for the next event.
http://youtu.be/BiAwpYIkRmU?t=29s
@ Duncan & Kon Artist thanks for the tip! i ended up baking the one i was missing separetly but ill gives this a try for sure on the next one ! i also found the i could boost the AO in MArmo to more then 1.00 when i enter digits.. I think it gives kind of the same result?
Anyway ill shoot some updates soon! thanks again !! :poly124:
other than that it looks awesome.
also, the armor might be too bright on diffuse map.
pretty much my first time trying to render. let me know what you guys trhink!
Uploaded with ImageShack.us
He looks like he belongs in the shadows, in a time pre-electricity, so maybe fake some torch light effects, give the light a slightly orange hue. The current lighting gives more of a modern/futuristic feel. Guess it depends on what look you're going for!
Metal looks good but I think the leather isn't quite right. Maybe needs more specular?
anyways thx for the comments, the render was in keyshot
Uploaded with ImageShack.us
EDIT: well, that not strictly true, but it def works with this character
Yeah it was pretty much all the leather. It looks much better in your Marmoset render. I think with a bright day-light lighting setup leather can get washed out and look dull, so it *can* be good to boost the specular to keep it looking like leather rather than a dull rag. Putting him in a darker lighting setup should give him more contrast and shadow and also make the materials a bit more readable.
I wasnt reall happy with my texture so i spent more time on them. let me know what you guys think?
[ame="http://www.youtube.com/watch?v=Lm8WjDzSnzg"]Sword Guy 1080p - YouTube[/ame]
if you check the concept you can see that shaded areas of armor are fairly dark, on your version those areas are bright.
so here what i have now. Overall less satured except the red hood that is more, more shinny metal and darker on difuse and a couple of smaller stuff.
so heres what i have:
Uploaded with ImageShack.us
How many sub tools is that bad boy, and how many terabytes of RAM do you have?
My computer would implode with a tenth of the polys that you highpoly sculpt has lol