Hello polycounters,
I'm working on my fun little eyeball creature and am having some woes with texturing. It's not really a technical problem but more of a look dev problem.
I'd really appreciate it if you checked out these turntables and gave some suggestions or opinions!
Option A is more of an unlit approach and with muted colors.
[vv]139171743[/vv]
With bonus run cycle!
Option B is fleshier with a specular map.
[vv]139171744[/vv]
I'm pretty stumped with what direction to take this guy. Totally open to ideas, crits, etc.
Replies
Also, the eyeball/center itself is barely moving, I think it should have more bounce.
Personally I agree with Rhoutermans, I prefer the fleshier one and I think It would look better going more that way, with an additional slim quality on the pale sections maybe. And more shine on the Eye, and perhaps details around the side of the whites on the eye, and a wet look surrounding it too perhaps (I would think an eye that big is going to need some serious lubrication!) And probably a different shade/material again for the bottom half of the center body below the eye, since it looks to be a more meaty section than the top hard shell piece.
I also thought that if you are going to make a clear texture difference between the meaty limbs and the shell like body. It might be cool to try some patterns on it, crab shells can have some pretty cool and subtle patterns on them, and colours changing from the edges moving into the center.
Really cool though, I look forward to seeing more of it. Nice work
I really like the specular map on the second model, like what Rhoutermans said.. push the fleshy-ness. For the animation I'd suggest having the 'body' of the model move some more. For example, getting the eyeball to blink/look around and giving that region some more weight and bounce
As for the animations, yes, the body needs more exaggeration. I thought it looked fine standing still but the body movement is totally lost in the turntable so I'll make it more pronounced.
I have an idle break-up where he looks around but all animations are far from polished at this point.
Good stuff, I'll update this when I have something to show.
Here's the diffuse as of now.