working on the material of the hair and fur. I change the main shape and add the direction map to the anisotropy. Now I move to the pose and the final scene.
The texturing and detail is superb. I do think it is a bit noisy though. You have almost zero areas of rest for the viewer. I think it would have been a more cohesive design had you placed the details in select areas with proper areas of rest to break it up. Just my opinion of course. Great work for sure though!
Hi, thanks all for the support. @slosh, I already know that choosing this Italian-french Renaissance style I will fight with a lot of decorative details. The noise problem also, I think, it happen for the maps. This first preview that I publish are metal-roughness based. Now I'm working on spec-gloss maps that, in my opinion, works better in Marmoset. I will add also secondary reflection and fuzz maps to get better results in particular for the velvet material. Thank you very much for the feedback!
I work pretty much in the weekend because I have no time during the week because of the job. I start this project in the beginning of february, so almost 10 weekends.
Technically flawless execution but I'm not a fan of the design in terms of the armor detail. It just feels way too busy everywhere. I think you could have dialed it back a little in certain areas to give the eyes areas of rest and had a much stronger design. Still, overall phenomenal job!
Thank you @BhushanArekar and @fantasymaster ! I know @slosh , you already said that you don't like the armour details. I used as inspiration the work of the italian armourer Filippo Negroli. If you have a look at his works you will find much more complexity and details compared to the ones that I choose for my version of the armour. Thank you for the support!
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Now I move to the pose and the final scene.
working on the pose.
This is just a close up. I'm not totally happy of the pose. Sure I will change it.
@slosh, I already know that choosing this Italian-french Renaissance style I will fight with a lot of decorative details. The noise problem also, I think, it happen for the maps. This first preview that I publish are metal-roughness based. Now I'm working on spec-gloss maps that, in my opinion, works better in Marmoset. I will add also secondary reflection and fuzz maps to get better results in particular for the velvet material. Thank you very much for the feedback!
I'd sure hate to see you do all this nice work but somehow get lesser consideration in judging because a lack of a written backstory!
I will write a good story.
I'm not so sure about the lightning. I'll use this extension week to try other lights solutions.
additional images:
Good luck to everyones!
I know @slosh , you already said that you don't like the armour details. I used as inspiration the work of the italian armourer Filippo Negroli. If you have a look at his works you will find much more complexity and details compared to the ones that I choose for my version of the armour. Thank you for the support!