This is my first real try will Marmoset Toolbag 2. I made this character some time ago and I went back on him to use it as case study. I also did a lot of polish on him since original version and I learned a lot with this piece. it was pretty fun to rework it.
Amazing piece man, although on the presentation side it's a bit too dark... I'd bump up that lighting on him... nothing else besides that on my end though nice!
Looks really good. The only thing is that he look really sweaty, and his neck is even more wet than his face, but his shirt is still dry and fresh. I think a little effect on the shirt around the neck would make it just perfect.
Also, how did you make his facial hair? Are this hair planes?
nice work, looks solid. I also dig some of the little props in the background and it would have been cool to see something like that a little higher up in the composition and a little lighter to help separate him just a little from the background
nice work on the leather jacket too, i think you nailed the level of glossiness on it
I agree with the other guys - the figure is definitely too dark. I've just checked it on 2 different monitors. And the part of the t-shirt that is supposed to be wet should be much darker, too, to show that it is soaked with sweat.
thanks for the wireframe I wondered if you might share your work flow for creating the facial hair and the shader set up in marmoset for it? the skin and eye textures are very well observed also.
I love this. The sweat really adds a ton of realism to it.
Would love to see a breakdown of textures and shaders within Marmoset if you get around to it :P
Edit: I'd maybe add a bit of wetness to where the hat meets the head. He's so sweaty you just expect it to be there.
Imasho: Thanks. The alpha cards for all facial hair (beard, eyelashes and eyebrows) were placed by hand. I did split the beard into 3 parts though. left and right which they were instance of each other and an asymmetrical center strip. The shader for the hair is nothing special, in fact I would like to improve it, but I did use anisotropic effect on it. I recommend take a look at this video for the skin shader http://www.marmoset.co/toolbag/learn/character-setup. I was helpful for me.
Ravenok: Thanks. you can see a breakdown of the textures on the head here.
Yourname942: you can see a breakdown of the textures on the head here. The hair I place it all by hand. Thanks
Replies
What did you use for texturing?
Also, how did you make his facial hair? Are this hair planes?
PitelinM: I thought I painted a dark area on the shirt collar. Maybe it should be a little darker. The hair is all alpha planes. Thanks
AlexCatMasterSupreme:
nice work on the leather jacket too, i think you nailed the level of glossiness on it
I agree with the other guys - the figure is definitely too dark. I've just checked it on 2 different monitors. And the part of the t-shirt that is supposed to be wet should be much darker, too, to show that it is soaked with sweat.
Litho: probably next time I will be checking my work on multiple monitors. Thanks for your feedback.
thanks for the wireframe I wondered if you might share your work flow for creating the facial hair and the shader set up in marmoset for it? the skin and eye textures are very well observed also.
-Phil
Would love to see a breakdown of textures and shaders within Marmoset if you get around to it :P
Edit: I'd maybe add a bit of wetness to where the hat meets the head. He's so sweaty you just expect it to be there.
Did you hand place every one of those planes on his chin/eyebrows or is there some sort of script to "paint" them on?
Ravenok: Thanks. you can see a breakdown of the textures on the head here.
Yourname942: you can see a breakdown of the textures on the head here. The hair I place it all by hand. Thanks
polygoo: Thanks