Well I can't criticize and I like how it looks.. Are you painting just in photoshop?
yep, just photoshop and maya.
i like it because the whole process can be more dynamic!!
i never have to be afraid of making major changes or adjustments since i only have to model, adjust the new uv's, and then continue with texturing again - no big deal!!
i felt it was too monotone so i split up the leather into two colors and also added some hot pink/red laces!! yeah!!
i think it adds a nice detail with the knots, and breaks up the repeating armor pieces. i also made the inside of the collar the same color to attract attention to the face. (these are still placeholders).
the bust was changed too. now it doesn't look as "tacked on" and flows better with the overall design!
when doing some test poses i noticed that the arms got a bit messy in some poses. (metal, gold, metal, gold, metal, etc.) so i removed some of the armor and added more leather instead.
afterwards it was much easier to see what's going on. great success!!
i don't have an internet connection where i live at the moment so the updates have not been to frequent...
i've made some changes and getting closer to a finished asset. i will post more details and images later when i have an internet connection. but for now: a test pose before i start making a rig!!!
it has been a fun project but i simply have to move on for now!
thanks to everyone who gave critique and nice comments during the progress!!
specs: 20,000 tris + 2048x2048 diffuse for the character and 2,500 tris + 1024x512 diffuse for the gauntlets. modelled and rigged in maya and textures in photoshop!
i though how i made the fur could be interesting so i made a little "tutorial" :
instead of haircards/planes, i used "tacos". i tried planes at first but i think it looked too combed and "perfect". also it required much more geometry to look good from various angles. "tacos" covered more angles and at the same time being lower polycount = easier to work with, less time consuming and looks more fuzzy!!! nice!!!
if you would like to have a specific pattern, i recommend to do "C" before "B"!! that way you can use step C as a "map" when placing the hair - ie. place and group dark hair first, then the rest of the lighter hair. since the vertex color will be lower detail when transfered to the lowpoly, you will have to do some manual work to fix the mismatching color values...
however, if your polycount is quite high, or just want a gradient, the steps above should works fine!!!
Replies
Liking this :awesome:
i like it because the whole process can be more dynamic!!
i never have to be afraid of making major changes or adjustments since i only have to model, adjust the new uv's, and then continue with texturing again - no big deal!!
it seems that it's have been taken to a better direction!
now i have more confidence in keeping the fur as a design element!!!
made some adjustments to the design.
i felt it was too monotone so i split up the leather into two colors and also added some hot pink/red laces!!
yeah!!
i think it adds a nice detail with the knots, and breaks up the repeating armor pieces. i also made the inside of the collar the same color to attract attention to the face. (these are still placeholders).
the bust was changed too. now it doesn't look as "tacked on" and flows better with the overall design!
when doing some test poses i noticed that the arms got a bit messy in some poses. (metal, gold, metal, gold, metal, etc.) so i removed some of the armor and added more leather instead.
afterwards it was much easier to see what's going on. great success!!
i've made some changes and getting closer to a finished asset. i will post more details and images later when i have an internet connection. but for now: a test pose before i start making a rig!!!
I love the gauntlet idea, too!
thank you!
thank you Wendy!!
the presentation is comming right up!!
post updates on your orc!! lol
thanks dude!!
great!!
instead of using planes, i used "tacos", it gave the fur a more fuzzy look
cool!!
maybe we could do a collaboration sometime???
thanks Svein!!
the details are the most fun part, right??? lol
thank you!!
thank you! glad you liked it!!
thanks!! i tried to think how i could make the gauntlet more fun and interesting!
it has been a fun project but i simply have to move on for now!
thanks to everyone who gave critique and nice comments during the progress!!
specs:
20,000 tris + 2048x2048 diffuse for the character and 2,500 tris + 1024x512 diffuse for the gauntlets. modelled and rigged in maya and textures in photoshop!
The handpainting work on this is just stellar
instead of haircards/planes, i used "tacos". i tried planes at first but i think it looked too combed and "perfect". also it required much more geometry to look good from various angles.
"tacos" covered more angles and at the same time being lower polycount = easier to work with, less time consuming and looks more fuzzy!!! nice!!!
if you would like to have a specific pattern, i recommend to do "C" before "B"!!
that way you can use step C as a "map" when placing the hair - ie. place and group dark hair first, then the rest of the lighter hair.
since the vertex color will be lower detail when transfered to the lowpoly, you will have to do some manual work to fix the mismatching color values...
however, if your polycount is quite high, or just want a gradient, the steps above should works fine!!!