Hi!
I've been working on a personal project inbetween other projects for a little while now. I'm modeling a game-ready ''coureur des bois''. Those were french-canadian men during colonization that walked the land to buy and sell pelts and other merchandises from the natives. It's heavily inspired by Henri Julien's drawing,
Le Patriote
:
I'm pretty much done with the baking of everything, and I just started texturing. I am still open to suggestions and criticism for tweaks to make it better and update my portfolio later on. So... here are some WIP pictures:
Thanks for the feedback!
Replies
I corrected most of the body bake today. I see there is a problem of slightly odd proportions between the feet and the hands (maybe with the arms too), I'll try to adjust it somehow.
Who might you be, Elmo? I assume you know me since you randomly spoke french to me. ;P
Here's an update. I pretty much got all the major texturing done, now it's tweaking time until it looks good. I think it's a good start, but some parts tick me off for some reason, and I'm having a bit of trouble figuring out what. Any ideas?
Please note that this is barely a screemgrab from 3DS Max 2012 viewport with basic hardware shading. I notice some odd Normal Map glitches (most notably on the strap and on the pouch) that don't appear in the actual map, so that might just be a shader problem here or something.
Maybe I'll try Marmoset toolbag and see how my normals look there.
I feel tho there is something wrong with the shoulder, it looks like its not part of the body, just sitting next to the chest.
Not sure if it makes sens...?
I'm gonna see what I can do tomorrow, thanks!
The hands are very small and very thin. If you look at the render in the top left of your latest shot, it looks expecially thin. Hands are a lot bigger than you tend to think.
The collar looks like it's drawn onto the jacket, this might be how you made it in the first place. It is however alwaly worth modelling a collar properly and giving it proper consideration, as if you look at the collar of a thick jacket, youll see it has a lot more substance than yours does, and it goes up the neck further at the back.
The biggest issue with you model is how disjointed certain elements feel, and i suspect this is due to working on them all seperately, ie today i'm going to make the hands and then not considering how it all looks as a whole. The best way to avoid this is to start off with a full basemesh, sculpt rough proportions and pose, then add all the pieces over that like you're dressing a manaquin, that way it'll all look like a fully assembled piece
Keep at it!
Yeah, I do think the collar is a big problem.
It looks okay (not great) on the hi poly, but it really looks flat on the bake. Maybe I should try adding some polys to make it pop and tweak the texture at the same time.
Still, makes me happy that my normals are great in Marmoset, unlike what I see in 3DS Max.
I'm going to have a friend skin it and rig it soon (I could do it myself but... urgh... I hate it so much, heh :P ) and I plan to put it in a UDK scene to make some mock-up game screenshots. I'm probably gonna post the progress of the scene here.
Amyways, pictures: