Hey Polycount, little while since I started a new wip, have been getting increasingly frustrated with my previous projects becoming unfinished dust gatherers.
So I decided the only way to combat this was to force myself to work on a project every day until it's finished, and I've been doing just that for the past week or so, even if it's just an hour a night after work.
Anyway, enough with words, time for images, let me know what you think, any feedback is much appreciated.
High poly as it stands is fairly final on the clothing front, unless there are any problems spotted, head and hands though still need a lot of work.
And a quick bake using very temporary uv's of the clothes. Low poly currently sits at 4382 tris.
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If I didn't read the thread and just looked at your second post, I would have thought that it was supposed to be Dexter in his "kill suit".
So I've tweaked a few things texture wise, got started on the spec for the metalalic elements, and got to do some sub-D work on him in the form of a police badge, going to also do a beaten up pass once I get into properly sculpting the head, dont want to go too severe on it. Let me know what you think, always looking for feedback.
Are you going to alpha out the chain in the necklace or leave it as is? From far away you can't even tell.
osk decided back when I was building the high poly that I didn't want to include a belt, but I do have a few spaces left on my main UV map which would suit long rectuangular shapes so I may build one into it if it feels like it needs it.
nyx702 cheers, I tried alphaing the chain initially but it mipped out so quickly there was literally no point so I'm thinking I'll leave it as is
Edrice thanks for the advice, I'd been working in ideal lighting conditions for so long that I'd managed to overlook that, lightened the shirt to a more medium grey, I'll post some pics once I've made more significant changes to the texture.
Anyway, hardly want to bump without some kind of update, got the head and hands retopo'd and baked over the weekend. Just the normal map at the moment, so looks a little rough.
And started work on a glock style handgun today when I got back from work. Luckily it's a fairly simple shape so didn't take much work to build the high and low polys, and it's only earlly days on the textures.
Quick update on the gun, did a bit more texture work so that it doesn't, suck quite as much; and I created a clip for it as well.
Zyloh Thanks, completely unintentional haha, might have to take people up on their recomendations and give it a watch some time.
Got some more work done over the week, not as much as I would like though, mainly been focusing on the spec for the clothing and I've began work on the damage pass, just some scuffs and blood stains at the moment. And on top of that I finally got it out of maya, and into marmouset, let me know what you think, all feedbacks welcome.
waiting to see face and hair.
Also not to be hatin or anything but imo the necklace/badge doesn't look that great compared to the rest of it. That type of character wouldn't be putting it there because it would get in the way when he's running after people. I suggest getting rid of the chain and putting the badge on the belt area where the shirt is lifted.
Keep it up!