Im feeling kinda done now, Might do some tiny texture tweaks, and as people have been pointing out, the spec might need some more work, but Ive kinda grown fond of the plastic "action figure" kinda looking material though. and as texilion pointed out, the swords might be hard to reach, so I pulled down the sword holster some, hope it was enough.
Gonna do another post soon answering some questions and posting my texture flats as I promised before, but for now a posed version will have to do.
And thanks again for all the nice comments everyone, you guys all rock!
so, someone asked me how I did the alpha on the shoulder and still got an edge, these are some images of it, it IS one sided, but with a small creese on the edges, as you can see it looks weird if you look at it from the inside, but with a two sided material it looks fine.
and the flats.
and to SharDCG: ye, I agree with you compleatly, but I didnt wanna spend too much time on hat thing cause I dindt know if we were allowed podiums, but it turnes out we are, so some work tweaks will be done.
i think the baked in AO on his torso and arms is way to strong. i first thought it was post process ao.
but like it currently is, it would look realy weird in different poses or with different lighting.
i´d recommend you just tone the ao down a bit for the sides of his torso.
also the texture space for his upper arms is ridiculously small, but i gues you can´t fix that now without having to redo a lot of your work.
next time just sneak a seam on the arm-edge of the deltoid in there.
anyways its still looking very good good luck with the contest
Wow that's amazing... The high poly sculpt looks great, great work on the overall balance and proportions of the character itself and great work on the details. The handpainted textures look so sweet (they are handpainted aren't they?
My only critique would be that (it was probably already mentioned) your uv layout could be managed better and the uv islands could be better organized. There is a lot of free blank space, the uv islands are scaled not optimal and probably there is a little percentage of loss of the details. But on the other side, it seems that it doesn't hurt the final textured model at all..
By the way, I like that soft uniform overall specular on the base\pedestal. It fits the style very well and perhaps there is no need to add hard crispy edges to the specular and make it more realistic.
haha, ye, the unwhrap is rubbish, I know that, frankly, its because I usually never work with 2048 maps, and got so surprised with how much extra resolution I got that I didnt really care, I would have re-unwhraped him if I felt like I didt have the pixels needed to do stuff, but I didt get any problems so I went with "dont fix what aint broken".
Replies
Great work!
Gonna do another post soon answering some questions and posting my texture flats as I promised before, but for now a posed version will have to do.
And thanks again for all the nice comments everyone, you guys all rock!
How did you do for the pose ? I'm not sure to have the time to skin my char so if a quicker way exists, I'm intersted ^^.
haha, thats exactly what I felt!
It was a combination of just rotating stuff in 3d max, transpose and some move brush in zbrush.
maybe the stand looks like little smooth, need more cracks and hard edges on stones
and the flats.
and to SharDCG: ye, I agree with you compleatly, but I didnt wanna spend too much time on hat thing cause I dindt know if we were allowed podiums, but it turnes out we are, so some work tweaks will be done.
EDIT: d'oh wasnt looking at the latest page..seems like the armor shifted more towards green..anyway looks good
but like it currently is, it would look realy weird in different poses or with different lighting.
i´d recommend you just tone the ao down a bit for the sides of his torso.
also the texture space for his upper arms is ridiculously small, but i gues you can´t fix that now without having to redo a lot of your work.
next time just sneak a seam on the arm-edge of the deltoid in there.
anyways its still looking very good good luck with the contest
My only critique would be that (it was probably already mentioned) your uv layout could be managed better and the uv islands could be better organized. There is a lot of free blank space, the uv islands are scaled not optimal and probably there is a little percentage of loss of the details. But on the other side, it seems that it doesn't hurt the final textured model at all..
By the way, I like that soft uniform overall specular on the base\pedestal. It fits the style very well and perhaps there is no need to add hard crispy edges to the specular and make it more realistic.
huh huh...anyone get that?
I think you could do another character with the waste of texture space ^^. Maybe a baby one ?
Or a shrubbery ?