UH. So I'm working on this guy. barely started BUT THAT IS OKAY. Because I'd like feedback and such. : D
I have a quick shitty concept i did. I'm not falling it 100 percent sense its not really fully realized. Just gives me a place to start from.
SO this is all i have at the moment. With his one figure. . .
ONWARD.
Replies
Try redistributing some of the detail from above to the lower section, just to make the silhouette a little less faceted.
I love his head, it came out great. The fingers are suffering from some similar faceting problems that can be solved with another couple edge loops in there I think.
Keep going! Can't wait to see more.
http://wiki.polycount.com/LimbTopology?highlight=%28\bCategoryTopology\b%29
Uhg awesome like btw.
Worked on the hands and arms a little more and Made his wing things. What ya guys think?
OMG WHERE DID THIS COME FROM?!! Okay so i did a lot of shit without feed back because my dead line was coming up. I am going to post turn around and such. Detail shots later and i would love you guys to just rip it apart.
SO I'LL DO THAT LATER In a few days or such.
Poly flow
Texturing
Design
I would love to know if this is portfolio worthy and what to do to make it so.
(this update shows why he needs a loin cloth)
I pretty much got the base down. Going to add scale details on the green + his markings and such. I'm going to try and add a little bit more color variation as well.
Last update for today. Finish later.
Fixing some value stuff.
PURDY MUCH DONE.
Good job on it though, really liking it!
I have no idea about having the feathers on a different map. BUT IT IS GOOD TO KNOW That it might be better for it to be on a whole another map. But at the time i'm not going to really bother with it.
THANKS GUYS!
It really depends on the engine, but in UDK having the alpha in the Alpha channel allows for 1 texture call so it is cheaper than pulling from another map that is smaller. It's already there! What makes for heavy memory is the extra space outside of the alpha in the plane. So you want to cut the geo as close to the edge of the sillouette as possible to prevent overdraw.
You could also have the feather mask on one color channel in a separate texture. That way you can use the 2 remaining channels for another set of masks, or to define emissive area's.
It doesn't even have to be the same size as the rest of your textures if memory is an issue
HERE SOME MARMOSET RENDERS!!
@Aqua: Love how it turned out! Beautifull