I'm not really happy with the face so I'm gonna rework it later. After texturing the face, I will start doing his hair & beard, it will be the most challenging part since it's my first time with hair (Hair & Beard in the images above are just for a preview, not for game at all).
This is looking real good. My only crit might be that some metal edges are looking kinda dull. I can understand them being very worn and crude but I would still expect the axe to be a bit sharper looking. Seriously awesome though man!
Nice! Good job on nailing the silhouette and nice details. The metal on the shield and helmet is almost reading as some sort of softer material. Maybe it's the color or the spec.
I'm not talking about specular...it just feels extremely dull and soft. I think maybe the UVs needed to be split with a hard edge in the lowpoly to bake a bit sharper on the axe.
@slosh: Oh yeah, I can definitely see that on the axe.
@rayle: I don't know if it's the way the high poly is or the way the material is defined, but is there anyway for your to either make the blade edge shinier or sharper phsyically in the mesh (normal or LP)?
Something like this:
My personal rationale behind it would be that particular edge would be whetstones constantly so it's battle ready.
Veru good modeling! I guess this is due to the work in progress but take care to the specular, some object have a "plastic" look like the wood parts of the shield.
Looking forward to the next step ^^
Right now I'd say your metals really aren't reading as metal, in most cases they either look like plastic or stone. My guess would be you have a rather bright colour in your albedo/diffuse texture for them and not much going on in the spec?
If that is the case that'll really need fixed in order to sell those materials properly. Would you be able to post a shot of your maps or possibly just a section of metal from one? It's really the only way to be sure that feedback is accurate.
I haven't updated this thread for a while because I was busy to figure out how to do hair for game, and find a workflow that works for me. C&C welcome!
About the metal, I will look at it again after finishing the hair. Many thanks to all the feedbacks.
Waw, excellent work! This character is so well made I don't even have any crits, haha. I'm looking forward to see it posed and I hope you'll share with us your workflow for the hair as they look gorgeous.
I'm a little confused on his scale. Is he short or tall?
He comes off as pretty tall in the concept, but yours is throwing me a bit and I think it could be the long feet? Might be worth trying to scale them down a bit just to see how it looks. His eyeballs also seem a little large (at least in the screenshots on the previous page). If you scale those parts down it might sell his large size a bit better.
Wow that was quick. I guess you were working full time on this guy and just steam rolled ahead. Scale mail and hair look great. Nice job.
I think the resolution of the back of the shield is letting that image down a bit. If it's not possible to up-res it then I would consider posing him with the shield at a bit more of an angle to hid it's low res? I still think his feet are a bit too long
Replies
GAME MESH: 37k Tris without hair and beard (I still have to make hair planes for the game mesh)
I'm not really happy with the face so I'm gonna rework it later. After texturing the face, I will start doing his hair & beard, it will be the most challenging part since it's my first time with hair (Hair & Beard in the images above are just for a preview, not for game at all).
Yes, I created a tileable scale to use it for micromesh, it was a tricky one.
I personally could see that in a game and real life, but understandably steel armor would look, or could look, different in terms of that specular.
@rayle: I don't know if it's the way the high poly is or the way the material is defined, but is there anyway for your to either make the blade edge shinier or sharper phsyically in the mesh (normal or LP)?
Something like this:
My personal rationale behind it would be that particular edge would be whetstones constantly so it's battle ready.
About the weapons: I can make the blade edge shinier by painting on the glossiness map. I will think about that suggestion.
Looking forward to the next step ^^
hehe his horns look like croissants.
Great work amigo!
If that is the case that'll really need fixed in order to sell those materials properly. Would you be able to post a shot of your maps or possibly just a section of metal from one? It's really the only way to be sure that feedback is accurate.
Really love the sculpt though!
About the metal, I will look at it again after finishing the hair. Many thanks to all the feedbacks.
Thank slosh! I will do a breakdown for hair later if you need.
I'm gonna pose him then I think I will call it done! Hair was very challenging and I have learned a lot from doing this character.
I'm a little confused on his scale. Is he short or tall?
He comes off as pretty tall in the concept, but yours is throwing me a bit and I think it could be the long feet? Might be worth trying to scale them down a bit just to see how it looks. His eyeballs also seem a little large (at least in the screenshots on the previous page). If you scale those parts down it might sell his large size a bit better.
My artstation page: https://www.artstation.com/artist/rayle
I think the resolution of the back of the shield is letting that image down a bit. If it's not possible to up-res it then I would consider posing him with the shield at a bit more of an angle to hid it's low res? I still think his feet are a bit too long
Many people ask me about the workflow of the hair, so I make a little breakdown for it.
[vv]121242881[/vv]
More info about this character on my website: http://www.rayleart.com/portfolio/viking/