Hey fellow Polycounters - my latest venture - please comment and crit - all will be appreciated greatly
I've had this done without concept - just my imagination and now i can see that when doing so - one needs to be more careful and not jumping ahead too quick (for example his wrists now seem a bit odd - even though they looked fine few days ago
Details:
All is 15k triangles (overkill i know
- but wanted to practice sculpting, baking and texturing more than retopologising so i've used 3dCoat's autoretopo on most of it
textures are: 4k for body (colour, normals, spec + gloss, emissive), 512 for chain links (colour, normal, spec + gloss) and base (normals and colour only)
all rendered in marmoset with one strong red light from side and sunlight ambient
i will try and do some rigging on him - but i'll probably leave it for now - can't look at it any more...
anyway - thanks!!
greetings
f.
Replies
From an artistic stand point it would be cool to get more variation in the lava like real lava has. Lava has a lot of shifts from yellow, to red, to orange as well as the black hardened rock that gathers on the surface. Also I am not a big fan of his feet for some reason, but not entirely sure why, but he just seams unbalanced because of them.
Overall you did a nice job though.
Other than that it's a nice piece with good presentation.
i've scaled down main set of maps (for body) to 2k and there's not much of a visual difference (at least not in closeups) - thanks for reminding me about that! - im usually working in higher res maps - but then because it's 'portfolio-only' work - i'm a bit cagey about scaling maps down
papercut - cheers man!
legs - well - i wanted them to be kinda chunky (so that bloody pulp of his crushed enemies won't stuck between his toes - but your probably right at this point they're not really practical (again - my better half pointed that out as well - she said - 'but hey-wouldn't he topple over with no toes'??
thanks for comments
f.