Hey guys, I've been working on my own variant of the Helghast troopers from Killzone, something of a mix between the Sniper and the Shock Troopers. I've gotten a good way through the sculpt but I wanted to ask if there's a way to create a 'ribbed' effect for the tubing in either Max or Zbrush? I've found a few ways but none that I've found work great for extensive splines. Any help on the best approach would be appreciated (also any C&C of course).
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One thing I've noticed is the boots don't have a lot of weight on them, they are very straight. Might be worth fanning out the tops a bit
As for the ribbed parts, max might be easiest, extrude from local normals.
Or in zbrush you can mask of the areas then Deformation - Offset, its longer and not as clean though.
Good to hear you are working on adding finer detail since I think the lack of detail is making everything look muddy. A lot of the materials are hard to read right now it's tricky to try and understand what each material is meant to be. Identify what each bit of clothing is meant to look/feel like and work that into your textures.
Edit: Wireframes I have with me, though I'll be away from my PC throughout next week.
The detail is all over the place, the gloves and red stripes look super low rez when compared to the satchel, skirt, and mask.
Also, the material is reading very wet to me, almost plastic like. While that would make sense for the upper body like the tube, pads and arms, but the satchel and the skirt look like they're made out of pseudo-leather/cotton, but are also reading wet.
Most likely due to the fresnel, in which case I would suggest for those 'fuzzy' material to fresnel the color of the diffuse, not just any color, or maybe be desaturated.