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Hand-painted Lancer

polycounter lvl 10
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n8lugo polycounter lvl 10
hey everyone. Just showing some progress on a little hand painted, low poly dude ive been working on. Comments and Crits are welcome and appreciated. Thanks!!

knightupdate.jpg

knightupdatewires.jpg
about 3300 tris total
3 512x512 texture maps with the intention of making the weapons and parts of the armor "modular". Still much work to do. Thanks for looking!! :D

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  • Alemja
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    Alemja hero character
    You have a nice start, but your biggest problem is the metal is not reading like metal. I would recommend starting with a darker color for the base of the metal and work your way up to lighter highlights.
  • n8lugo
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    n8lugo polycounter lvl 10
    Okay, thanks! I agree, actually. I didnt realize how difficult painting convincing metal can be. Im definitely giving it another pass.
  • luge
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    luge polycounter lvl 4
    yeah, i agree about the metal. right now it looks more like ceramic.
  • n8lugo
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    n8lugo polycounter lvl 10
    Been crazy busy with my normal job. Havent put as much time as i would like. But i reworked some of the texture on the base character model with the armor and weapons hidden. The base character is on its own texture map. ALSO!! Rivets.

    knighttextureredo.jpg

    In all seriousness though, i still plan on going back and adding some slight cool color hues on the metal. Right now, just establishing that the material reads better.
  • n8lugo
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    n8lugo polycounter lvl 10
    Some light posing. Still need to tweak the vert weights. Probably going to do a base too. Thoughts?? Thanks!!

    knightpose1.jpg
    knightpose2.jpg
  • Onmioji
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    Onmioji polycounter lvl 8
  • Ribtibs
    If I may, you are off to a good start man, but there are a lot of things I would recommend to get this model to really start singing.

    Right now you metal feels flat and without a lot of color variation. If you look at metals closely you will find other colors being reflected in the material.

    Create a visual gradient with your details and painting. The model should slowly look darker near the bottom and have brighter areas near the top. This will help pull the eyes towards the top of the model.

    The key to metal is in the highlights and the contrast between light and dark. Pump some of those highlights a bit more.

    The bright yellow on the scabbard is distracting. It has more saturation than everything else and pulls the eyes straight to it. I would knock back the saturation on that a lot.

    Keep it up man and keep on improving!
  • n8lugo
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    n8lugo polycounter lvl 10
    Thanks for the advice, guys. Been making some adjustments when i can throughout the weak. Added some color variation, and desaturated the yellow. Me gusta.
    knightbluehue.jpg
    And screwing around with some light posing and lighting.
    maxrenderknight.jpg
    A perpetual work in progress.
  • n8lugo
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    n8lugo polycounter lvl 10
    Calling it done.
    zBPu6xwm
    Ill take some construction shots shortly.
    Thanks so much for all the input guys. An artist is always his own worst critic and there still so much i want to do to it but its just time i called it and move on.
  • Daniel Engel
    I think the red diamonds, or whatever they are, look a bit out of place, they are too realistic, maybe cause they are done by using some technical PS features instead of painting them.

    The shield maybe should have a bit darker color than the shoulderplates so the eye can seperate them while watching them.

    Also the boots should be darker and the helmet lighter in my opinion.

    I would like to see this yellow more goldish.

    I really like the last Rendering and the progress you have done.

    ---

    Oh okay you called it done, anyways, nice work I like it :)
  • n8lugo
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    n8lugo polycounter lvl 10
    Aaaaand this.
    Lancer%20construction.jpg
    Again, thanks for your time and input, guys!!
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