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So I wanted to add
this guy that I made back in 2014 to my portfolio.
knowing I was gonna do some minor tweaks to the textures, since back then this was my first rodeo with PBR. but when I opened up the project I got so ashamed of my own shitty work I had to redo the textures from scratch.
with that said, Im not the best with realistic textures so any feedback or crits on how I could improve the texture work would be awesome!
I dont want to redo any modeling, since if I start doing that, I might as well go all in and re-model him from scratch, and atm I dont really have the time
Im probably gone ditch the shitty tattoos and glowy axes since, to be honest, I added that to cover up my bad texture work xD
anyways enough talking, here there be pixels. Textured with substance Painter and rendered in Marmo.
Extra screenshots over at
my Artstation.
Replies
Lowered the AO some, and tweaked the nipples lol.
also added a Horde tattoo to his shoulder, I dont wanna go as full out as the old one, but I think I want a few here or there.
I like the armor. Could use some spikes!
I also opened up his mouth, modeled a mouth cavity and tongue and added a bunch of teeth.
then there are smaller things like I added detail to his leather strap on his shoulder, which hopefully makes a lot more sense now. I feel his boots and legs are the weakest part of the design at the moment, so I need to figure something out there.
its been a challenge adding stuff without re-UVing and modeling things from scratch, so the shoulders are made out of his teeth and the beard is using the same hair cards as the hair for example.
@Jarran - Thanks! Ive made some minor tweaks to the roughness maps, hopefully its better now.
@Bedrock - Yep, as Ive mentioned, the original model is a few ears old, so there are a lot of noobish UVs going on, but Im gonna try my best hiding it somehow, hopefully the leather belt is helping a bit.
One thing... This beard style reminds a bit something dwarfish ... :P
@Svartberg - here you go, map breakdown.
tanned skined is more shinny. A good way to add variety is to have his back and top of his shoulders more shiny, and maybe darker in the diffuse.
Another easy way to ad variety to the texture of his body is to add more scars, not deep blade scars, but subtle scrapes and maybe smaller knife wounds.
Thats about it for suggestion I have, Great work mahn
So, here's what I could muster.
1. Diffuse
It's been my experience that semi-realistic texturing is heavily based on subtle texture variety. You have a good variation of minor details on the skin so far. I mean the array of cold and warm colored spots scattered across skin areas. However, I feel that it has a lot more potential. It's always good to play around with colors and generators (I'm assuming you're using Substance painter, though i may be wrong) adding absolutely crazy colors in moderation. This goes for any material to a certain extent. In marmoset while fully lit with normals, they will go a long way.
Since it's not exactly a realistic character, absolutely flat albedo is not entirely called for. A subtle vertical gradient will help this guy pop a little more.
Also, just a side tip. It's good to always export textures from Painter to preview them in target rendering engine. Painter's viewport is alright but it usually looks nothing like the end result.
2. Roughness
Material differentiation. Right now it's very hard to discern leather straps from skin on roughness. You may argue that cured leather and skin are about the same roughness value and you may be right but by contrasting your materials you help break down large monotonous shapes into smaller, more readable shapes. Like many other aspects, it's a subtle thing
A lot of variety. Don't be afraid to add roughness values that are not supposed to be there. By adding these aberrations you're breaking down the material surface glare. Instead of nearly flat, uniform glare you'll have light playing around these rough and smooth spots. Don't necessarily stick to one size. Tiny specks and big spots serve their unique purposes each. It's always good to experiment with that, just as with the color. But it's important to practice moderation in order to not lose main shapes of the model.
A good way to preview roughness is by applying flat black diffuse and just spinning light source around the model. It helps to take a better look at the fresnel and general glare behaivour.
That's roughly what I wanted to add.
I'm sure the texture will turn out great
@Svartberg - oh wow thanks! Gonna try my best to implement all that.
stay tuned!
Im not sure if these will be the final shots or if Im gonna do some more cinematic shots in the future, but Im starting to feel like Im overworking the guy. there are a lot of small issues since its an older model that i just cant fix, texel density, bad UVS and so on thats stopping me from pushing that last 10-20%.
also thank you again @Svartberg for that awesome breakdown, I tried implementing as much of it as I could with the limitations I had.
this has been an interesting project for sure, and Ive noticed that I have learned a lot more since 2014 then I though I had, most importantly, this rejuvenated my passion for more "realistic" textures
gonna stop bothering everyone with this green guy now, I promise =P
Zug Zug!
Work work!
I can't believe I missed this until now. Gotta bask in some orc-y goodness.