Been working on this model for a while in my sketchbook thread and finally got it to a point that its pretty much ready to go ingame and thought i would get some feedback.
animation
rigging
ingame shot
zbrush
thanks for checking it out, also the engine in question is
http://tesseract.gg it does realtime gi (via radiance hinting?) full realtime shadows , ssao, and the most important realtime multiplayer coop level editing.
if your curious the engine can be compiled at
http://tesseract.gg i also run a multiplayer server and would love to do some coop level editing with people on polycount.
Replies
glad you like it silkroadgame !
in blender :
ingame
Shoulders,
lower arms
upper and lower legs
The scale of armor needs on the things I just mentioned need to be tweaked and played around with. The whole thing just looks too bulky.
still need to fine tune the weights and maybe redo the fingers as there deformation is slightly off.
superb888 , i would say i wouldnt normally design a player model with these proportions. the proportions are based off of warhammer 40k which is what the programmer for the engine really wanted. that said it is a robot, there is no human inside.
shoulders are indeed massive but its pretty par for the course for the warhammer 40k style. thanks for the feedback!
also reduced the size of the forearm with hand side as per request of the programmer.
texture update, not even close to done, more like part of the first draft, initial test in.
I'm also with BARDLER - you should really be using photoshop to texture your hard surface work. At the end of the day it's just more efficient.
Depth shouldn't be an issue with hard surface stuff. Its easy to convert your photoshop details into a simple height map and then use nDo2 or Knald to convert into a normal overlay. Like I said metal is not defined by its diffuse map, but you are painting all these details into it. Also scratches are going to have a higher spec/gloss value which you will not be able to separate in zbrush. For metal your diffuse should be dark, like 10% or less dark, but you are painting it in zbrush to bright. That silver paint you painted in zbrush is getting blown out because of the spec value in UDK. For hard surface stuff its all about material definition, but I have no idea what your materials are from that latest render.
also for doing basic color setups i find zbrush is just more fun, i dont know i am not a pro
there is definitely a use for photoshop ecpecially in adding very simple surface detail. but i am a sculptor at heart so i guess its just a preference.
I agree with what you and DannSw say about the model texture wise though, i have to play around with shader setup that i have to see what results i can achieve. ill be putting up some improvements on the texture soon.
btw, i am Not using UDK. I am using an indie engine called octaforge that is based off of tesseract. linky below, they are basically realtime level editing / realtime gi / realtime sky. with really great performance ontop of it. hopefully one day i can get some people to want to join my server and do some coop multiplayer level editing some day.
http://octaforge.com
http://tesseract.gg