hi, this is my first game character, I need critique. tried to finish it as much as I could before posting. done using maya and zbrush. model has about 11000 triangles.
This is a great start for a first game character. Good job! I say strengthen the bone structures and volume of the face – cheeks, the nose bridge, chin and jaw areas. Give him more prominent eyebrows. A five o'clock shadow in the texture for stubble might help as well. Push the wrinkles/pores in the face and folds in the clothing further.
hey man nice piece,i like the modeling
normals seem to have came out well
i find u can bring more to the character in the texturing department
You should redo your spec map and use the diffuse as a base,itll make a world of difference
just desaturate it and change the contrast with the cruves
eyes are not suposed to be white and they have little red towards the sides to indicate some veins
face could use some hue variations so u know its more then 1 layer of skin
your shadow is really hard and doesnt seem to have a fall off to it which it should
maybe lose the red and go for like
textures dont pop
i dont know if its the lighting or cuz its blurry textures
i think u have 2 lights right now maybe put a strong back lighting
u should do an unsharp mask over all ur textures at the end and maybe change up the lighting
the rest is cool man keep it up
2 elmo
thx, it never occurred to me i can use desaturated diffuse to make specular.
i will work on lighting, see what i can do. textures are a bit blurry you are right , will fix that. what does unsharp mask do? and where do you do it? sorry just never heard of it before.
2 imijatov
thx, just noticed myself eyebrows barely read. don't know if i will be fixing his bone structure but i will try.
i will post update as soon as i can, probably sometime tomorrow.
oh..sorry lol unsharp mask is in Filter-sharper-Unsharp mask
it takes away the blurriness by sharpening the pixels
just dont go to crazy as it will start pixelating
try 50 in the amount
as for the spec..yah its the way to go,ull b able to get all the cool details
the trick is to paint little bit some highlights in your diffuse(not to harsh though) and then when ull desaturate and play with the curves the highlights will pop out making it shinier
if its like metal u need to go closer to a white color
your face if you make it to white the spec will make it look like plastic or something
u can also put color on the spec
spec color for stuff like metal is blue,gold would be some sort of yellow-orange
if u put gold with a white spec it wont look realistic
check some tutorial on specular maps in google
your char is cool but everyone always overlooks the spec map and thats the one that is most important for the light contribution
Replies
normals seem to have came out well
i find u can bring more to the character in the texturing department
You should redo your spec map and use the diffuse as a base,itll make a world of difference
just desaturate it and change the contrast with the cruves
eyes are not suposed to be white and they have little red towards the sides to indicate some veins
face could use some hue variations so u know its more then 1 layer of skin
your shadow is really hard and doesnt seem to have a fall off to it which it should
maybe lose the red and go for like
textures dont pop
i dont know if its the lighting or cuz its blurry textures
i think u have 2 lights right now maybe put a strong back lighting
u should do an unsharp mask over all ur textures at the end and maybe change up the lighting
the rest is cool man
keep it up
2 elmo
thx, it never occurred to me i can use desaturated diffuse to make specular.
i will work on lighting, see what i can do. textures are a bit blurry you are right , will fix that. what does unsharp mask do? and where do you do it? sorry just never heard of it before.
2 imijatov
thx, just noticed myself eyebrows barely read. don't know if i will be fixing his bone structure but i will try.
i will post update as soon as i can, probably sometime tomorrow.
it takes away the blurriness by sharpening the pixels
just dont go to crazy as it will start pixelating
try 50 in the amount
as for the spec..yah its the way to go,ull b able to get all the cool details
the trick is to paint little bit some highlights in your diffuse(not to harsh though) and then when ull desaturate and play with the curves the highlights will pop out making it shinier
if its like metal u need to go closer to a white color
your face if you make it to white the spec will make it look like plastic or something
u can also put color on the spec
spec color for stuff like metal is blue,gold would be some sort of yellow-orange
if u put gold with a white spec it wont look realistic
check some tutorial on specular maps in google
your char is cool but everyone always overlooks the spec map and thats the one that is most important for the light contribution