I thought I would make a post of the work in progress of my next main character model piece I've been working on. I would really appreciate any feedback and criticism on any aspect of the model, weather it be technical or aesthetic. My idea is to have him holding his two main weapons and be in a pose with some cobblestone floor and a small set around him by the end. I want to have him rendered in arnold for maya, mainly because I like xgen and how arnold looks. Even though the clothing is textured, I am willing to go back at any point and re-sculpt parts and modify proportions in zbrush also.
That's some gorgeous attention to detail, and the material separation is looking fantastic, @AndresZambrano! I can't wait to see how you continue to develop him
Thank you, parts of it were made in MD, like the sleeves and the cloak but most other things are sculpted, and I re-sculpted most things in zbrush on a new itteration.
That's some gorgeous attention to detail, and the material separation is looking fantastic, @AndresZambrano! I can't wait to see how you continue to develop him
Thank you, I will post updates soon, I edited the whole character and I'm in the process of texturing again.
I little bit of an update, I reworked almost all of the character, and only have hair, eyelashes, and a pose to be finished. I will post the finished weapons later also, but they are practically done also.
Almost done with this guy, I still want to fix a few smaller issues before rigging him and posing. Please give me any feedback on any aspect of the piece.
Awesome progress Andres! I can't wait to see the breakdown shots. Did you texture all in Painter? I feel like the leather shawl could use a little more break up/ hero damage. Like the hero scratch on his lower right side coat, maybe another one on his shawl. It's a little too neat and clean right now
Awesome progress Andres! I can't wait to see the breakdown shots. Did you texture all in Painter? I feel like the leather shawl could use a little more break up/ hero damage. Like the hero scratch on his lower right side coat, maybe another one on his shawl. It's a little too neat and clean right now
Thank you! yeah I did all the textures in substance painter. Yeah the shawl is not leather, is just like a dark cotton fabric, you can see it in one of the closeups above this post. But yeah I should have put more damages on it, I might be able to do that tomorrow if I have time, I did put damages on it but mostly on the back, the coat is also heavily more scratched on the backside. I think I'm gonna damage the leather of the shoes a bit more also.
The progress is sick Andres! I only have a minor concern that it is quite busy around the head with all the values shifts in the materials. Dark leather on the torso, to white from the cotton shirt, bright metal to the chain, beige midtone from the scarf and then the tiny gold chain going across the scarf gets blown out by the lighting. Quite a busy area overall and it has a lot of contrast which might take more attention than you would necessarily want to give it as you have so much other cool stuff to show of.
The progress is sick Andres! I only have a minor concern that it is quite busy around the head with all the values shifts in the materials. Dark leather on the torso, to white from the cotton shirt, bright metal to the chain, beige midtone from the scarf and then the tiny gold chain going across the scarf gets blown out by the lighting. Quite a busy area overall and it has a lot of contrast which might take more attention than you would necessarily want to give it as you have so much other cool stuff to show of.
Thanks man, I'll make sure to tone those values down.
what texture res are you using? My tileables look blurry
I am using UDIMS, for the coat I have 4 of them and the textures are 4k each. If you use the tiled textures on substance painter then the resolution of the output matters. If you use the tileables as an overlay on another program as a secondary normal bump or height map on top of your other textures then it won't be blurry. The tileable textures I used were 2k each.
Great work! I love this. The breakdowns are also really useful!
What were you referring to when you mentioned the 32 bit exr displacement map?
I exported 32 bit displacement maps out of zbrush which are the ones that work best for Arnold renderer because they have the most depth. In substance painter when you export your maps they become pngs or targas etc, so I had to manually set my textures to export as exr just for the displacement maps that I had imported into substance painter from zbrush, which were then built up further with height channel details within substance.
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The breakdowns are also really useful!
What were you referring to when you mentioned the 32 bit exr displacement map?