Hi everyone
After landing a job I found myself spending too little time on personal projects. I think these are vital to learn and improve. So after lurking Polycount for ages I think it's time to start posting a little.
I tend to juggle several projects at once:
One of many assets I'm preparing for a small diorama in UE4. Extra points for people who recognize where it's from
I'm wondering if I should add mesh for the bolts and such. They looks fine from a distance but it might be worth modelling these in for up close.
Years ago I worked on a Ironman's Whiplash sculpt. After watching The Wrestler, I decided to take that sculpt and see if I can create a cool low poly model of the Ram instead. I'm about to start texturing this guy. This is with some base colors and a tiny bit of skin detail in Marmoset Toolbag 2. I'm not really into wrestling, but I genuinely love that movie. If you haven't seen it, give it a go.
Any comments or critique would be very much appreciated. Thanks!
Replies
I've been researching and tweaking hair last weekend. For now I've been focussing on the silhouette and the overall feel. I've been creating hair planes with a basic normal map, spec and flat colour for now. Any comments or critique so far?
I also added some early stage eyes to make him look less dead
Onwards to texturing him properly now.
I baked maya hair down onto my alpha planes. So by tweaking those I got a lot of control over where I wanted the strands to go + free alpha masks. Downside to this is that I had to do a lot of rebaking to get it to look okay.
This is part of one of the hovering government propaganda screens that can be found in Hillys (Beyond good and evil) I'm reworking these to make them look a little more modern and military
Made the high poly of the base structure over the weekend.
Got to try some baking and see how these meshes hold up. I actually rounded some of the screen corners already as they are too low poly right now
baking soon
Any criticism? I've been staring at this for too long
Also, the face of your Wrestler is pretty good, great job with that. And the hair cards look well placed and clean as well as accurate to the character. Keep up the good work!
-Nickcomeau: Thanks for the nice words! I might do a lower poly version at some point. I should be able to crunch quite some polys like you said. Thanks!
Nice job with the asset
Also, you surely got my attention with that propaganda screen. I wish there was more fan work based off of Beyond Good & Evil.
Are the textures done just with baking + Photoshop?
BTW, what exactly does the cavity map do? I heard it can be used to enhance shading in detailed areas, if I recall correctly.
DerRazputin: Yeah, Beyond good and evil deserves more love I used the cavity map to block the specular reflection in small crevices (there is a nice slider to tweak that in Marmoset 2) It enhances the reflections a little. It's not extremely noticeable, but it does make the details pop a little bit more
I'm about to wrap up the Wrestler. But due to being very busy at work I couldn't get myself to tweak shaders yesterday eve. Picked up a project I've had on the back burner for quite some time. Been having some fun with hair. No alpha planes this time though.
Hair is very much WiP. Any criticism is welcome though. Regarding hair or likeness if anyone spots who she's meant to be
WIP - needs material and color tweaks still
In case someone is interested in some of the hair planes. The normals are a bit of a mess at the moment, but getting there:
Aaaand a new bust I'm working on:
No matcap here, I used a few default materials in Keyshot and overlayed them in photoshop later
Truth is she reminded me of khaleesi but then i wanted to take a closer look so i opened the image in a new tab and there was the "Khaleesi_render_01.jpg". So i guess i was right
You should be more careful next time :P, it's really nice though good job.
Any feedback on her likeness would be very much appreciated. Thanks!