Hi
I've been working on a new Dwarven character that I'd like to get some feedback on. This is a break off from my usual realistic style of modelling and I'm basically looking to see if anyone can spot deficiencies/things in my model.
Here is the main still image:
Here are the various camera shots and wireframe images to show the breakdown:
and the zbrush model:
and the texture maps:
Software used included 3DS Max, ZBrush, Mudbox and Photoshop for final composites. I didn't really use any reference per say, but the hairstyle was based off of 'Gloin' one of the dwarves from the Hobbit and I was going for a cartoon look.
Any critiques would be appreciated, especially things that I can improve. Thanks in advance!
Replies
On the first sight I would only say that hic complexion seems really pale, very contrasting with saturated red hair. Also arms seem a bit too thin for a dwarf. Overall I love it.
Good catch. I've been thinking his complexion is kind of pale for a while now too. Will have to fix that. Yeah, I get the feeling I always make my characters arms/hands too small. Need to imaging bigger hands for everything in the future .
Thanks for the crit!
I'm not sure why or how the hair is gathered so nicely in the back - a clip or tie or something might help - but that's a nitpick.
Yeah, I actually separated the grayscale spec map from the color spec since 3DS Max has a separate slot for both. The grayscale is the one with the actual contrast. Although I'm beginning to wonder if it's just better to have one color spec map and use that for both specular strength and color hue. What do you think?
Thanks!
and most objects don't usually have any color in the spec - and those that do seldom have much saturation. Xoliul made a nice little diagram for it in a thread somewhere...here. it's specifically about the blue skin, but it works for the principle in general.
I never use the spec color in max, though. Get the spec colors you want into the greyscale map and just use that one.
also: i can't tell for sure, but if you're just getting your renders out of max they're more or less useless for game purposes. You need to get images from a real-time. udk, marmoset, etc.
Thanks a lot! That information is really helpful. I've always kind of struggled to determine when it's a good idea to include hue information into my maps, but that makes a lot more sense.
For my renders, the main one is done in 3DS Max with composites but the others are done in Mudbox. They have material and lighting presets as well as flat lighting. I think that is similar to Marmoset toolbag...or is there no comparison?
I've also looked at it in Unity. Maybe I should start doing it from there instead.
*edit - render the high poly in whatever you'd like though. Just want to make that distinction.
Thanks again for your help!
Just a quick update. I took everybody's comments and made some changes to the main image. Main points were englarging the hand and arm sizes of the main character, altering the specular maps and tinkered with the lighting.
Any comments on the updated image would be appreciated. Thanks!
also - diggin the tie in the hair
Thanks for the reply. I agree about the skin, and I've been trying to find ways to tone down the shinyness, although it may partly have to do with the way I composited that particular image. Just to give you an idea, the specular map looks like this right now:
This is the flat as it stands:
I actually do want to keep the shininess of the beard if that's possible, but if it really is too jarring, I'll try to tone it down.
Thanks again.