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Alien

null
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gahpe null
Finish a personal project for my portifolio

Based of the concept of Ben Mauro
http://benmauro.blogspot.com.br/

Hope you like it
25 k polys
Rendered in Marmoset
Print_05.jpg
Print_04.jpg
Print_03.jpg

2k textures for the body
Body_Maps.jpg
1k textures for the acessories
Acessories_Maps.jpg

More shots:
High Poly
ZB_Model.jpg
Construction Shot
Construction.jpg

Replies

  • Avanthera
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    Avanthera polycounter lvl 10
    Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50% gray to very dark, but almost no bright highlights, and not a lot of contrast. Contrast will really show off the spec map and make it work.


    It looks like you just inverted the diffuse and added a levels adjust for the spec maps, but for conductive materials the specular color is usually similar to the diffuse. (think gold or brass, the highlight is a bright yellow, not white, and the metal itself without lighting is either darker brown or an orangish color)

    While you're thinking about spec, the difference in spec and gloss levels between different materials is almost nil on your model. I usually try to push a little past realism when wanting to show material definition. Also throw on some sort of cavity map/mask and pop out the edges a bit in the diffuse, and a lot more in the spec. Not too much, but just enough to reinforce your normal map and to make the edges pop out a bit. In real life this happens due to the extra curvature and more angles for the highlight to reflect off, but you can fake it a bit with a cavity map.

    Everything else is looking pretty sweet man, lets hope you keep on posting. :)
  • dirigible
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    dirigible polycounter lvl 8
    I agree with shrew81. The biggest problem I see is a lack of material definition in the shader. The skin looks like it's the same material as the metal and the cloth. he biggest culprits are spec and gloss, but you might also want to mess with your diffuse. Metal (especially shiny metal) should have a dark diffuse and a bright spec and gloss.

    Your link to the concept artist didn't work for me, but here's an image of the concept, for other people to compare.
    SPA_01b_BM.jpg

    Based on the concept, your specular for the skin should actually match the skin tone, instead of being inversed. Notice how the alien gets intense blue highlights, where his skin is blue, and orange highlights where his skin is red. A lot of the metals are also much shinier in the concept (specifically the helmet thing and backpack).
  • gahpe
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    gahpe null
    Hey shrew81 and dirigible
    Thanks for the comments I will make these corrections
    Soon I will post the update
  • alifarsangi
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    alifarsangi polycounter lvl 12
    very nice work ! could u upload some wireframes shot !
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