Looking beautiful, Kaz. Only feedback so far is that from the front it's sorta lacking somewhere for the eyes to rest; perhaps it's just a tad too uniform in detail level...? The overall silhouette and shapes of the paneling really scream Nekros to me though, really good stuff. Can't wait to see more progress!
Thanks for the feedback, Bagelhero! It's a problem I seem to keep finding myself with, I've realized... Generally I tend to distribute details evenly. Gotta work on that!
Back view is Mortos vs no Mortos (and also minus the support strut for it). Just wanted to show off the back details!
I took out a bunch of striations and re-routed a few others with this next WIP. Hopefully it's flowing better (I think it is). More simplification needed? Color grouping will help as well, maybe I should put together a polypaint.
Ok, done with my high poly now. If it still seems too busy, at this point I think it will be helped with color grouping in the tintmask. Hope you guys like it!
Looking gorgeous, I think the detail is grouped much tighter into areas of interest now. I think it'll only get better with the color block, eager to see where you take it
I've just put the Lazarus up on the Steam Workshop. Will be working on more examples of tintmasks later tonight, and will double-check the values on my diffuse and roughness. The Mortos attaches to the helmet with a small arm that fits between the horn things on the back. Final triangle count for all parts including the arm comes in at just under the 5k budget. Some paint details I added hopefully help it match the immortal skin, which is the intended goal. I hope it's not too detailed overall, but I still have time to knock some off if I need to.
Turned out great, love it, went and voted/faved. I know gradients are used sparingly on most frames, but I feel like having the diffuse transition to something slightly darker at the top of the head would pull everything together a bit, moving the focus to the center. Just an idea more than a crit, tho.
Side note, what's up with half the comments on pretty much any Workshop upload being "Would be better on [X] frame". It can get pretty baffling and seeing it on this already is super confusing to me. Maybe I'm just a fuddyduddy tho
I've noticed the "it should go on ____ instead" too, on literally every single helmet. There's so much of it that it's turned into noise for me. I don't get it either. If I photoshopped this head onto Wukong (one of the suggested swaps) it would look terrible! Thankfully the vast majority of comments are positive or some degree of helpful.
I'll try out the gradient idea, since that part of the map will be easy to add one to. I'm also considering running the organic look from the fins down right up to the box eye hood thing, so it's just one big long simple organic structure. Dunno! Learning my limits and having fun, regardless of results. After I'm done (completely) with this one, my next helmet will be a statement about simplicity lol.
Just went back and reworked a few areas, was actually pretty painless. Trying to bring in more of Nekros' organic shapes and get a nicer flow of details and shadows. Also shortened the jaw a little.
The mustache turned into kind of tusk shapes... which I guess also works better in favor of the fantasy game shaman thing. This change was so the hook-shaped piece had something to point at and complete the invisible loop shape.
Replies
Thanks for the feedback, Bagelhero! It's a problem I seem to keep finding myself with, I've realized... Generally I tend to distribute details evenly. Gotta work on that!
Back view is Mortos vs no Mortos (and also minus the support strut for it). Just wanted to show off the back details!
I took out a bunch of striations and re-routed a few others with this next WIP. Hopefully it's flowing better (I think it is). More simplification needed? Color grouping will help as well, maybe I should put together a polypaint.
Here's a 3/4 from the back.
Hope you guys like it!
Diffuse:
Tintmask:
Alpha:
Metalness:
Roughness:
I've just put the Lazarus up on the Steam Workshop. Will be working on more examples of tintmasks later tonight, and will double-check the values on my diffuse and roughness. The Mortos attaches to the helmet with a small arm that fits between the horn things on the back. Final triangle count for all parts including the arm comes in at just under the 5k budget.
Some paint details I added hopefully help it match the immortal skin, which is the intended goal. I hope it's not too detailed overall, but I still have time to knock some off if I need to.
Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=603334774&tscn=1453147382
Side note, what's up with half the comments on pretty much any Workshop upload being "Would be better on [X] frame". It can get pretty baffling and seeing it on this already is super confusing to me. Maybe I'm just a fuddyduddy tho
I'll try out the gradient idea, since that part of the map will be easy to add one to. I'm also considering running the organic look from the fins down right up to the box eye hood thing, so it's just one big long simple organic structure. Dunno! Learning my limits and having fun, regardless of results. After I'm done (completely) with this one, my next helmet will be a statement about simplicity lol.
Thanks for your suggestion!
Just went back and reworked a few areas, was actually pretty painless. Trying to bring in more of Nekros' organic shapes and get a nicer flow of details and shadows. Also shortened the jaw a little.
The mustache turned into kind of tusk shapes... which I guess also works better in favor of the fantasy game shaman thing. This change was so the hook-shaped piece had something to point at and complete the invisible loop shape.
Oh my godddd I am so tired. Hahaha what a fun ride! Files have been updated on the Workshop except for the tintmask example images.
Gonna call it a night! Here's the Workshop link again for good measure:
http://steamcommunity.com/sharedfiles/filedetails/?id=603334774
Thanks!!
: D