Modeled mainly with Zbrush and some bases meshes with 3DSmax! Re-topology done with Topogun. Baked textures with xNormal and texturing with photoshop. Real-time render with Marmoset.
Thanks all for the comments! I'm glad you liked it!
PyrZern, the Knight's maps have 4k resolution while the Axe maps have 2K resolution.
Normally I always double the resolution size of maps just in case I need better resolution for presentations purposes, and it is always easier to scale down the maps later on without sacrifice too much the details.
Also, I used the Cavity Map (created from normal map) to help me stand out those details.
I've updated the post with the maps I used. Hope that helps to get some idea about it.
Looking really nice, but I think these texture resolutions are more than an overkill. I quickly calculated a little, a lets say you've put things into alpha channels, so you got 3 maps/part, and a 4k tga (with alpha) is 64 mb, so 3 map per part = 12 textures, 64mb*12 = 768 mb for the character without the axe. I don't know if it would take the same amout of video memory to load this in(but I guess), but it takes a lot of hdd space anyways. So I think these 4k resolutions are way too much even for a cinematic character, or for presentation purposes. The most of the monitors has 1080p height so using 4k for medium sized parts of a character it pointless. Probably the parts won't ever be showed from a distance where the 4k maps would have point. Have you tried how it looks with 2k maps? Probably there wouldn't be noticeable difference.
Hey Obscura you´re right but the good thing on 4K or 8K is that you can scale it down to fit todays computers and consoles.
I think its better to bake big then to low, like it´s better to have then to need.
the HP looks awesome , no crits, the material definition on the texture tho , doesnt read as metal, more like concrete, you put so much love onto it on the HP but the material ended up wasting it, id make it like actual metal , right now doesnt read as such And yeah the way you divided this char is overkill unless it was for a modular system where you could swap parts , but thats technicalitty, the end result is what matters congrats !
Thanks everyone for the feedback! It's really helpful! I will improve the points mentioned on the next projects!
Obscura, Thanks. I totally understand and agree about it.
I did 4k because will be much easier to scale down and keep quality with minor to none adjustments later on. It worked just fine with 2k or even with 1k or less. But probably it would be a problem if I created with limited resolution size in mind and after I need scale it up later on. Might be good idea to have resolution choices if I need better quality for presentations purposes, close-up shots, or even for print resolutions. As this is a personal project and studies, I would use full resolution for presentation purposes though.
Regarding the alpha map, just the "cloth map" needs alpha channel.
Joao Sapiro, Thanks. Yeah probably I need to improve some shaders and materials to achieve better metal look. I will check that soon and make some updates.
I meant you could put the gloss map into the spec map's alpha channel, and the ao into the normal's or the diffuse's alpha channel to reduce the number of the used textures. Because the ao map and the gloss map is grayscale, it can be in just one channel instead of using a full image for them with 3 channels. Then 2 from those channels wouldn't really be needed, because one contains every information that you need for that map. Hopefully you understand what I'm trying to say.
I meant you could put the gloss map into the spec map's alpha channel, and the ao into the normal's or the diffuse's alpha channel to reduce the number of the used textures. Because the ao map and the gloss map is grayscale, it can be in just one channel instead of using a full image for them with 3 channels. Then 2 from those channels wouldn't really be needed, because one contains every information that you need for that map. Hopefully you understand what I'm trying to say.
This doesn't actaully save anything. You can combine Gloss, AO, and Cavity putting each in to of of the three RGB channels. Having and alpha channel is almost the same as having another map.
Yes I got it! Thanks for your time to explain all the details. These feedback are really helpful!
I'm using marmoset 2 for engine, I notice that the shaders uses "gloss map" as a separated slot input too, but I understand that I can include the Gloss map within the Specular's alpha channel. Is thats right?
I used the AO map within the Diffuse map. I just showed the AO map for display purposes (maybe someone wants to see how the AO map looks like too), Although I didn't use AO map as separated maps in shader.
Having them in the other map's alpha channel still sounds better to me than having them each in individual textures, because its less texture and you didn't wasted the channels with like using an individual texture for the gloss when actually it can fit in just one channel. And actually it would save texturesamplers. But I don't want to open an argument about this kind of questions because it would be pointless because the creation is already not optimized for in game usage, and it made for only presentation purposes, so basically my observations are pretty much irrelevant.
Replies
Really Awesome!
So badass.
PyrZern, the Knight's maps have 4k resolution while the Axe maps have 2K resolution.
Normally I always double the resolution size of maps just in case I need better resolution for presentations purposes, and it is always easier to scale down the maps later on without sacrifice too much the details.
Also, I used the Cavity Map (created from normal map) to help me stand out those details.
I've updated the post with the maps I used. Hope that helps to get some idea about it.
Cheers!
I think its better to bake big then to low, like it´s better to have then to need.
Obscura, Thanks. I totally understand and agree about it.
I did 4k because will be much easier to scale down and keep quality with minor to none adjustments later on. It worked just fine with 2k or even with 1k or less. But probably it would be a problem if I created with limited resolution size in mind and after I need scale it up later on. Might be good idea to have resolution choices if I need better quality for presentations purposes, close-up shots, or even for print resolutions. As this is a personal project and studies, I would use full resolution for presentation purposes though.
Regarding the alpha map, just the "cloth map" needs alpha channel.
Joao Sapiro, Thanks. Yeah probably I need to improve some shaders and materials to achieve better metal look. I will check that soon and make some updates.
Cheers!
This doesn't actaully save anything. You can combine Gloss, AO, and Cavity putting each in to of of the three RGB channels. Having and alpha channel is almost the same as having another map.
I'm using marmoset 2 for engine, I notice that the shaders uses "gloss map" as a separated slot input too, but I understand that I can include the Gloss map within the Specular's alpha channel. Is thats right?
I used the AO map within the Diffuse map. I just showed the AO map for display purposes (maybe someone wants to see how the AO map looks like too), Although I didn't use AO map as separated maps in shader.
Cheers!
Yes! Thats it. And yeah... That the shader doesn't allow to do that is an another question again.
Nice job anyways! It could benefit from using metalness and roughness maps instead of the oldschool spec/gloss.
More info here!
I did another breakdown (part 1 & 2) in how did the "Knight's low-poly fur effect". Hope that info is useful.
More info about this project!
+ I used this technique of fur that was applied to this game:
http://gabrielibias.wordpress.com/tag/shadow-of-the-colossus/