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Steampunk Spider WIP

Finished modeling and UV unwrapping this guy, far enough to where I thought I'd post a thread on it.

I still have to position his legs and get the threads in there, but he's close to being start of texturing.

I worked really hard on creating and managing good UV space. Any critiques?

ref:
FijjbR3.jpg
IRL sculpture by kate-arthur

NA3fexl.jpg
1yCSD1w.jpg
BVVIpTM.jpg
2BRD0PZ.png

2yCrmIq.jpg

Replies

  • Andrew F Productions
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    Andrew F Productions polycounter lvl 3
    This is coming along really nice! I'm excited to see it with all the metal textures added.

    My thoughts on what could be adjusted. 1. In the ref. the back legs have hooks instead of the needle design that is on the other legs. I feel like not having that on your model kind of takes away from how this little guy would function.
    2. in the ref there is a silver circle that is between where the legs connect to the thorax, right now you just have the gold part of the leg leading straight into the thorax.

    Thats about all I can see that you might want to add/change, really its just up to how closely you want to follow the ref. All in all I cant wait to see this puppy textured and maybe rigged? :O Keep up the awesome work!
  • ahendowski
    I'm testing out some pbr texturing, and I'm trying to make a very simple reflective gold on the legs, and I'm following this:

    materialref01.png

    When I do the exact same color scheme in my maps, I get a black material, and not at all a reflective gold. What gives?

    JH7Vf6A.png


    Here's my maps:

    Albedo:
    iLbwwX7.jpg

    Roughness / Microsurface:
    k4NCBe0.jpg

    Metalness / Reflectivity:
    LMYvwUS.jpg

    Help please!
  • Quack!
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    Quack! polycounter lvl 17
    The environment that your material reflects is essential for showing off metals. Try different Sky files to see the gold come to life. A file with high contrast and a strong horizon line will show off best on your curved surfaces.
  • ahendowski
    Quack! wrote: »
    The environment that your material reflects is essential for showing off metals. Try different Sky files to see the gold come to life. A file with high contrast and a strong horizon line will show off best on your curved surfaces.

    Thank you for the comment!

    Turns out I was working in a specular type workflow... for metal maps. I fixed it thanks to people in the hangout.

    Yj35MId.png

    Tiny update, got a lot of fun work ahead of me :)
  • Dimfist
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    Dimfist polycounter lvl 8
    Yeah it's turned around for metalness. I need to get that ref sheet. Pretty sweet.
  • ahendowski
    Update! Just a fun test render for now, going to work out the leather a bit more, maybe redo the head.

    Currently 11772 tris. I'm diggin it, what do you guys think?

    u6chL1y.png
    FYLj7ed.png
    m7s2nEQ.png
    AQQVUO4.png
    eHbxKlV.png
    507CxOr.png
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