@gloriousczar: I've definitely tried that method before, and I have to admit, it's not doing what I think anisotrpic maps should be doing, nor creating the highlights that would make sense on planed out hair.
Yup! Something still looks a teeny bit odd about it, but I can't quite place it. The card placement is nice now.
Maybe it could stand to be a little less glossy on it's base gloss? Maybe it's your color choice for the aniso or hair? Maybe it's just the lighting.
Personally, I think if you can't quite place it, at that point it's nit-picking and you're fine to leave it alone, haha. Good job!
Does anyone know what else I can do to make this pop? I realize I don't have a TON of greebles and tiny elements going on, so it's hard to accentuate cracks and a whole lot of edges.
I think the AO in the latest post is actually pretty well toned back.
Do you have a gradient map? I think I sorta seen her shows getting a bit darker further down but IDK if I'm imagining it or not. If you don't, I'd consider adding a very subtle one as it will ground her a whole bunch.
Ok, someone correct me if I am wrong, but if I understand this correctly about Substance Designer:
Substance Designer does mostly procedural / node-based texture generations similar to what dDo does, but operates through a Node-based GUI to do so. So instead of a bunch of layers and PSDs like dDo, you're dealing with it like one would do in UE4, for example.
That's correct. It's better for some things, worse for others, not sure Ddo is a direct comparison. Substance Painter is it's more immediately visible counterpart, but I've heard designer is good. Having trouble?
I'm just at a loss to see how it's ADDING anything to my workflow. Some honest initial frustrations is putting multiple meshes into the scene, or trying to fess out if it DOES what dDo does similiarly, because I see these weathering filters, but can't immediately seem to make them work.
I'm just going back to Photoshop to do the tiny details now, unless somehow someone can explain to me how to crack the Designer's workflow.
Weapon update. I've forward my meshes to the animator I'm working in conjuction with, so excited to see what he can do.
I am kind of bothered how Gloss is not THAT intense when I really darken areas of the Gloss map. Like I think it's gonna do a really stark oily effect, but then it doesn't .
Still looking for critiques about how to push this! I'm close, but I think we're hitting that subtle wall that takes up so much time.
I think it'll be better to start learning Designer on a different project, where you can start from the very beginning with the intent of understanding how to work it.
EDIT: I can't believe I forgot! These also look rad. Maybe if the glossy bits were just a little bit more glossy, the rough bits would stand out more? I feel like they could use a little more gloss anyways, but it could also be your lighting.
I feel like they're lacking a little AO, but that could be your lighting and render settings, too.
Looking good, you've got a million and one crazy artifacting issues happening in these lastest renders though.
Question, the spec on the gloves/boots seems a little metallic. What's the shader setup on those? It seems out of place with the pink on the shirt and shorts not appearing to match.
Artificating I think is just the shadow and lights from Marmoset 2. I think.
I increased the value on the Metalness map for those boots and gloves.
My thinking was that, in the concept, it does seem more shiny and have vary deep highlight to midtone differences. To me, that's lke a very metallicy latex piece of clothing, maybe with a tad bit of metallic spray paint on it.
Also, I think it helps to break up the monotonous Space Suit material that is going on with the whites and the chest purple.
Lemme see if changing the shirt and pants purple to the similar Metalness value works to preserve variety.
I think that's fair enough, but it kinda looks inconsistent and strange to not also have the chest and shorts appear metallic, too. Too many different materials. Alternatively, if you're super set on not changing that-- the gloves and boots could use a little more gloss, now that I'm thinking about it. That might define the material differences a bit more and stop it looking strange.
Absolutely! The only reason I think they're there is because they replace the ponytails on the original character design, which were huge to begin with.
Plastic still gets dirty. Just add some miscolouration here and there and see how it looks. If it doesnt look good, give it a miss! Are you going to add that gradient, too?
If you want to push this, you might want to work on your material definition.
Let's take your hair for example, they are way too "glossy".
The helmet doesn't read as glass either for instance. :thumbup:
Replies
Update to the whole Character and Props
Update with the guns.
Any material definition issues or additional details that should be added?
The Rocket Launcher, not sure if I want to keep rather clean, or add in the scratches on the car-metal surfaces.
Maybe it could stand to be a little less glossy on it's base gloss? Maybe it's your color choice for the aniso or hair? Maybe it's just the lighting.
Personally, I think if you can't quite place it, at that point it's nit-picking and you're fine to leave it alone, haha. Good job!
Does anyone know what else I can do to make this pop? I realize I don't have a TON of greebles and tiny elements going on, so it's hard to accentuate cracks and a whole lot of edges.
I think I am going to bring this into Substance Designer.
Do you have a gradient map? I think I sorta seen her shows getting a bit darker further down but IDK if I'm imagining it or not. If you don't, I'd consider adding a very subtle one as it will ground her a whole bunch.
Substance Designer does mostly procedural / node-based texture generations similar to what dDo does, but operates through a Node-based GUI to do so. So instead of a bunch of layers and PSDs like dDo, you're dealing with it like one would do in UE4, for example.
I'm just going back to Photoshop to do the tiny details now, unless somehow someone can explain to me how to crack the Designer's workflow.
Weapon update. I've forward my meshes to the animator I'm working in conjuction with, so excited to see what he can do.
I am kind of bothered how Gloss is not THAT intense when I really darken areas of the Gloss map. Like I think it's gonna do a really stark oily effect, but then it doesn't .
Still looking for critiques about how to push this! I'm close, but I think we're hitting that subtle wall that takes up so much time.
But have you watched this yet? It helped me understand the basic workflow.
https://www.youtube.com/watch?v=B61i43X92B8
EDIT: I can't believe I forgot! These also look rad. Maybe if the glossy bits were just a little bit more glossy, the rough bits would stand out more? I feel like they could use a little more gloss anyways, but it could also be your lighting.
I feel like they're lacking a little AO, but that could be your lighting and render settings, too.
Going to leaf through Vertex Magazine Vol 1 and 2 to see if they have anything.
More and more subtle hue noise, etc.
Question, the spec on the gloves/boots seems a little metallic. What's the shader setup on those? It seems out of place with the pink on the shirt and shorts not appearing to match.
I increased the value on the Metalness map for those boots and gloves.
My thinking was that, in the concept, it does seem more shiny and have vary deep highlight to midtone differences. To me, that's lke a very metallicy latex piece of clothing, maybe with a tad bit of metallic spray paint on it.
Also, I think it helps to break up the monotonous Space Suit material that is going on with the whites and the chest purple.
Lemme see if changing the shirt and pants purple to the similar Metalness value works to preserve variety.
I also reckon the piece will really pop when you pose her.
It'S AWESOME DESIGN!
I'm debating whether I should actually use real VFX or paint it in for the final shot.
What do you mean? Paint in the gradient?
If I was going to use real VFX, I could ask a VFX artist to do so incollaboration.
Then again, i could just paint it in myself if all I need is a still image.
Jellyman, what did you mean by that?
Let's take your hair for example, they are way too "glossy".
The helmet doesn't read as glass either for instance. :thumbup:
Also, is the hair using Dither transparency?
I agree that the gloss on the hair could be turned down a little.
Otherwise, maybe a subtle gradient map to ground her.