I started this guy last week during out break in the anatomy sculpting course (and rewatching Hellboy 2 again recently). The hard surface parts are nearly finished, the main stuff to do is the belt (and pouches), hands and some of the clothing folds.
Interesting tidbit: He was actually voiced by Seth Macfarlane (Peter Griffin)
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I did the low poly and have been baking the normal and displacement maps which required some faffing (technical term). Here's where he is with the DX11 shader in the maya viewport with tessellation.
@Alex It is very cool indeed, unfortunately I can't take credit for that.
Progress with Substance Designer.
- Material definition in general could use some work, especially the metals.
- Glass could use some dirt/smudges, unless it's supposed to be brand new.
- The metal has a bad base texture and the bolts are too obviously normal mapped, I'd give the bolts a different texture.
- Cloth could use some staims, it looks brand new atm.
The metal, (i can hardly tell what it is, first problem) I guess it is brass - its missing wear and looks a lot like plastic. I think its too rough, and the missing wear is doing the rest. Wear on the clothing especially the leather could improve the overall quality a lot again
Then you seem to forgot AO completely (?) theres a special slot in toolbag for that
The cubemap makes it look like the helmet glass is a lamp with iridescent wires or such, it looks fancy and I like it, but it gives a wrong impression
Lastly, the belt buckle magenta does not fit in your palette, and the buckle itself is too rough aswell for metal
its looks great n will u plz show us some glass material process in substance