Hey guys! I forgot to upload some changes I did on the samurai, just refining details like the ears, eyes, eyebrows, the scar, nose, the mustache (it looked like the Lorax and it was bothering me) the robot arm and hand, the cloth, the fingers, etc As for now, I'm doing retopo.
Spent the better part of tonight making cages and test baking. (Substance Painter screenshots)
This is my final bake. Will start texturing her and the gun.
Welp, I managed to get a little further than I expected in a months time. Still a long way to go with my character, but I learned a lot and can't wait to finish him up!
Mostly basic materials on here now, Xavier noted that I should rebake some of the armor normal maps so that's probably the next step before diving deeper into painter.
Playing around with the eye height map depth slider. It's fun to experiment with pupil sizes on the fly and in context. Might modify the textures to have it be bigger.
Might need to paint the rim of the eye lids same as the hair colors like I painted the scalp so it blends better with the hair.
Happy with how dimensional the eye looks now though.
@Turbo889 - so if your gonna rebake stuff anyway, I would really try increasing the size of the chamfer edges on the armor, so it picks up better in the normal map.
@omar3d - Looking really nice! really love those latest renders, a nice thing you can play around with for the eyes is metalness. I usually let the Iris have a high metalness value/colored specular, really gives it a nice shine.
@lotet Thanks! Glad you like it. and that sounds like a great tip. Never considered metalness for something like that but sounds like it would work great. Will totally try it out. I appreciate it.
- Some hair improvements. - Spec color on the eyes more vivid now. - Slight de-saturation changes to clothing to be more cohesive. - Fixed her crossed eyes. - Hue shifted the skin color away from orange a bit. - Reworked the pants texture to look less tiling. Next up will paint a hair flow map for the anisotropic reflection and move on to posing.
Hopefully last neutral pose post before starting to pose. Try saying that five times fast!
- More color changes especially saturation. The greens and reds were too intense. - Wasn't satisfied with the diffuse hair texture so repainted it and its other maps. Less sharp normals too. - Painted a flow map for the hair anisotropic reflection. - More fiddling around with position and rotation of hair cards. Duplicated some for more volume.
- Put the scar on her right arm which I totally forgot early on. - Improved the spec on the hair. - Less waxy feel for the skin by decreasing the translucency.
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He also looks a bit thin from the side view compared to the front.
Face PO.
As for now, I'm doing retopo.
Hair cards second pass. Will move on with it and will surely tweak it later once I have the texture in there.
Some progress shots in Marmoset
Almost finished with the low poly. At the 80k mark with hair but that will change when I add the weapon.
Might reduce the shoe laces a bit.
Some detailing to the shoe. More disheveled edges. Also added number patches.
Modeled the rail gun. High res.
progress shots
A bit of an update. First pass on the Shaders for the head, hands and hair.
Spent the better part of tonight making cages and test baking. (Substance Painter screenshots) This is my final bake. Will start texturing her and the gun.
Mostly basic materials on here now, Xavier noted that I should rebake some of the armor normal maps so that's probably the next step before diving deeper into painter.
September is over and learned a lot from Xavier over the last month. Keeping up the energy though to finish the character.
Here is a look at the texturing and shading. Still need to heavily tweak the hair cards UVs and duplicate some for more volume.
Might need to paint the rim of the eye lids same as the hair colors like I painted the scalp so it blends better with the hair.
Happy with how dimensional the eye looks now though.
and that sounds like a great tip. Never considered metalness for something like that but sounds like it would work great. Will totally try it out. I appreciate it.
Final posing, Thank you Xavier for all the great tips. Great mentor ship!
Rail gun textures.
- Some hair improvements.
- Spec color on the eyes more vivid now.
- Slight de-saturation changes to clothing to be more cohesive.
- Fixed her crossed eyes.
- Hue shifted the skin color away from orange a bit.
- Reworked the pants texture to look less tiling.
Next up will paint a hair flow map for the anisotropic reflection and move on to posing.
Hopefully last neutral pose post before starting to pose. Try saying that five times fast!
- More color changes especially saturation. The greens and reds were too intense.
- Wasn't satisfied with the diffuse hair texture so repainted it and its other maps. Less sharp normals too.
- Painted a flow map for the hair anisotropic reflection.
- More fiddling around with position and rotation of hair cards. Duplicated some for more volume.
- Put the scar on her right arm which I totally forgot early on.
- Improved the spec on the hair.
- Less waxy feel for the skin by decreasing the translucency.
Calling this done! It's been a great learning experience.
I did some poses and played with camera animation in Toolbag 3 which was a lot of fun. Check it out.
https://vimeo.com/189569378
Some more views on Artstation too.
https://www.artstation.com/artwork/Nol1P
Thanks for following this thread, polycounters!
It was a good experience to talk to work along side Xavier Coelho-Kostolny and some great artist.