WIP Update.
Blocking out some clothing.
Backpack and equipment to come.
This is my first attempt on the jeans, if anyone has any tips Id much appreciate them. : )
Looks pretty good. That is an awesome shoe. I think maybe the creases on the jeans might be a tad too sharp? Denim tends to be a thick material and have big rounded folds rather than sharp creases that you might see in something like silk. Other than that, I like it a lot.
I really like it so far. The backpack and especially the shoe. I would love to know how you did the shoe. I suffer at making shoes. Did you use 3dsmax? It seems you're on the right track for the head but I think the eyes could use a little work and the ear I think should be bigger.
Shoe:
- Base mesh shape in max - Did a dirty sketch of the features - Extracted layers - then Polished. The laces are Zspheres. Stitching are simple alphas. The texture is a quick unwrap and surface noise tool.
Lucky I recorded myself doing it. So you will get to see that once I'm finished. Or I'll post it soon if people ask.
I think the ears got bigger since that post as someone mentioned the same thing : D
You also reminded me that I did some eye render testing so I may aswell post that too.
If you could please send me that show tutorial that would be awesome.
-and yea I see that your ears did get bigger. But I think the back of the ear doesn't look right to me though. But from the angle you have it I can't tell.
Looks really awesome so far! You may want to consider changing the position of the axe, put it in a more accessible area to show that he uses it for defense and utility frequently in his travels, doing so would also break up the verticality of the pack and make it more interesting to look at. Just a suggestion though. Great work on the hiking boot and thx for the vid!
Have you been looking at Michael Knowland's works? It looks like you're trying to do wear and tear the same way he does but you're missing the mark somewhat. There are way too many tears toward the bottom.
The folds don't really read as jeans folds, they should be more sharp and "heavier". Right now it looks more like sweatpants to me.
I've been playing around trying the improve the skin shader in marmoset. This is what I got so far. Any advice would be greatly appreciated. : ) Edit: Got rid of ambient occlusion in the gloss and spec map.
I have no experience with PBL texturing, but you generally don't want to put black lines/shadows in skin, let the bump do the creases for you or make those lines a dark warm color.
Otherwise it's looking kick-ass, the hair did a lot to bring personality to the character and the shoes turned out fantastic.
* Knock down the gloss/reflectivity on the jeans massively. From your beauty shot, it almost matches the coat (I don't have any PBR values for denim at hand but there is a chart half way through this page that might help: http://www.marmoset.co/toolbag/learn/pbr-practice).
* From the turntable, it looks like his rucksack is almost floating vertically on his back with no tension on the material pulling it towards the back. Move some of those verts on the backpack around so it looks weighted.
* The gloss on his hands looks a little strong. I would knock them down a tad.
* If you have time, make the pose look more relaxed. His hands look a little tense.
Regarding the colour values on your reflectivity maps. It seems as though you have tried to make a specular map, not a reflectivity map. I think your reflectivity map should be close to black (or a very dark grey value) for anything that isn't conductive. When it comes to metal, it should be closer to white (or coloured depending on whether you want the reflectivity map to use your albedo colours for specular or not). Again, check with someone before taking the above info to face value as my PBR experience is fairly limited.
Marmoset Toolbag's official site is a fantastic source for PBR info.
Great job for a uni project. Nicely done .
(EDIT, sorry for the slightly rushed crit, I was just going to bed when I got your tweet ).
Hey Dave, just got your tweet. Impressive work for a uni project.
I agree with what Baj said above, particularly with the gloss levels on his hands.
Looking through your imgur album, I had a couple of other crits.
- The jacket arms could use a bit of a silhouette break. They are reading quite cylindrical and it might be nice to break that up a little in the elbow area.
- You have some nice folds at the base of the jeans, but it looks like there should be some more in the front crotch area.
- I think the skin tones are a little off. This could be from your spec maps or perhaps a subsurface map/setting.
- I think in general the baked lighting on the face could be toned down a bit and the AO/cavity could use a little more of a value adjustment so it reads more like a darker flesh tone.
Hope that helps man. Great job and good luck with uni
Replies
Blocking out some clothing.
Backpack and equipment to come.
This is my first attempt on the jeans, if anyone has any tips Id much appreciate them. : )
Things to come:
- Objects attached to the backpack
- Objects poking out of the backpack
- Polish, detailing, texture material.
I definitely agree with you there. Thanks for pointing it out.
Will go back and revise it.
- Base mesh shape in max - Did a dirty sketch of the features - Extracted layers - then Polished. The laces are Zspheres. Stitching are simple alphas. The texture is a quick unwrap and surface noise tool.
Lucky I recorded myself doing it. So you will get to see that once I'm finished. Or I'll post it soon if people ask.
I think the ears got bigger since that post as someone mentioned the same thing : D
You also reminded me that I did some eye render testing so I may aswell post that too.
[ame="http://www.youtube.com/watch?v=CX9aN7l24E4"]UDK Eye Shader Test. - YouTube[/ame]
-and yea I see that your ears did get bigger. But I think the back of the ear doesn't look right to me though. But from the angle you have it I can't tell.
[ame="http://www.youtube.com/watch?v=7aQi8klS6U0"]Walking boot speed sculpt - YouTube[/ame]
Started work on the jacket. (WIP)
The video, do more of them, it was very insightful and inspiring.
[ame]www.youtube.com/watch?v=CX9aN7l24E4[/ame]
Heres some additional information.
http://www.3dluvr.com/rogueldr/tutorials/eye/eyes.html
http://www.polycount.com/forum/showthread.php?t=97962
*Picture not relevant due to file corruption*
The folds don't really read as jeans folds, they should be more sharp and "heavier". Right now it looks more like sweatpants to me.
Oh, in case you haven't heard of Michael Knowland:
http://www.gamearthub.net/2013/06/30/last-of-us-characters-by-michael-knowland/#.Uvk8jvkkJ8H
Also: thanks a lot for the tutorial and speedsculpts!
I'll try pinch the jeans up, thanks for the suggestion.
I think it will be while before I come anywhere near his level of skill.
Bag Update
*Picture not relevant due to file corruption*
Still have a lot of items to finish texturing. Including spec and gloss.
I can't see anything to improve, maybe some more folds in the upper trousers?
Edit: Got rid of ambient occlusion in the gloss and spec map.
Otherwise it's looking kick-ass, the hair did a lot to bring personality to the character and the shoes turned out fantastic.
I put some colour gradients on bakes and toned down the cavity.
[ame]www.youtube.com/watch?v=iAz_bnX27zs[/ame]
I would say...
* Knock down the gloss/reflectivity on the jeans massively. From your beauty shot, it almost matches the coat (I don't have any PBR values for denim at hand but there is a chart half way through this page that might help: http://www.marmoset.co/toolbag/learn/pbr-practice).
* From the turntable, it looks like his rucksack is almost floating vertically on his back with no tension on the material pulling it towards the back. Move some of those verts on the backpack around so it looks weighted.
* The gloss on his hands looks a little strong. I would knock them down a tad.
* If you have time, make the pose look more relaxed. His hands look a little tense.
Regarding the colour values on your reflectivity maps. It seems as though you have tried to make a specular map, not a reflectivity map. I think your reflectivity map should be close to black (or a very dark grey value) for anything that isn't conductive. When it comes to metal, it should be closer to white (or coloured depending on whether you want the reflectivity map to use your albedo colours for specular or not). Again, check with someone before taking the above info to face value as my PBR experience is fairly limited.
Marmoset Toolbag's official site is a fantastic source for PBR info.
Great job for a uni project. Nicely done .
(EDIT, sorry for the slightly rushed crit, I was just going to bed when I got your tweet ).
I agree with what Baj said above, particularly with the gloss levels on his hands.
Looking through your imgur album, I had a couple of other crits.
- The jacket arms could use a bit of a silhouette break. They are reading quite cylindrical and it might be nice to break that up a little in the elbow area.
- You have some nice folds at the base of the jeans, but it looks like there should be some more in the front crotch area.
- I think the skin tones are a little off. This could be from your spec maps or perhaps a subsurface map/setting.
- I think in general the baked lighting on the face could be toned down a bit and the AO/cavity could use a little more of a value adjustment so it reads more like a darker flesh tone.
Hope that helps man. Great job and good luck with uni
Very nice Character!
The only thing i dont like is the colour of the backpack.
Maybe try the green color of the Berghaus Cyclops Atlas 2 Backpack?
Anyway...awesome job