Hi,
This is my second post here. A little personal project.
I watched the 3dmotive online Jeff Parrott courses for tips.
Here's a screenshot of maya viewport. No PS alteration.
2559 tris : Openable with horns, teeth and web
1817 tris : Bare and closed.
Workflow used : Quick Painter concept --> basemesh --> sculpt --> retopo --> handpainted over ao.
Concept :
Basemesh :
Sculpt :
Retopo :
Diffuse :
Normal :
Spec :
XYZ view :
Green forms are those that where mirrored (x, y). Red ones are duplicable decorations :
I hope this post will be more popular than my first one.
All constructive comments are welcome.
Replies
UVs leave a lot of blank, wasted space.
There's too much spec information in the diffuse. White hot highlights in the metal and gold. Yet in the spec where they should be hot they are muted.
The wood is too bright in the spec, wood usually does get shiny unless polished or wet. In this use it's old, dusty and dry. You'd want the metal here to be brighter.
The gold could use real normal information. In the diffuse it should be a darker yellow/organ and in the spec bright yellow.
I'll retouch the maps, particularly the spec. I followed the courses without exploring any other approach regarding the spec.
I've placed the chests in a simple "environment" quickly done. A plane with a fractal, nothing special, just for an effect of depth
Viewport screenshot.