So I decided to continue the work that I started in 2011 at cghub production challenge 1. The goal is to make a realtime model with maximum detalization. Comments and critics are welcome.
In terms of details, try to reduce the noise on the metal parts ( paint it slightly back via morph) currently I'm looking at your model and I have problems finding a rest spot for my eyes. Maybe its the matcap ant a lot of details are getting softer during the texturing process.
Anyway, keep it up I can't wait see the complete character
2Crazy_pixel, Thanks Oliver! I will experiment with the metal more. It's a temporal surface noise modifier at the moment. But it's close to what I'm aiming for. I think that zbrush matcaps are part of the problem too. It's hard to get a decent render without compositing.
Looks cool, but the detailing is a little over the top. It's all too uniform and I don't really know where to look. Sure lighting and composition will fix some of that...but right now he's suffering from way too much surface noise. The details are getting lost. When making any asset/scene think about the details as frosting. Too much of a good thing ruins the whole cake. As delicious as frosting is, you don't want a whole spoonful of it.
pixelpatron It was actually a part of the idea to make his undead body to look messy and bumpy. Not sure yet if it's the best I can do or not, but I'll try to reduce the noisy impression. It will be more obvious in the marmoset toolbag with posing and light.
He looks amazing! The really fine noise is the only thing I can see as an issue. I'm not sure if it's the sculpt or the diffuse. Maybe some areas of the sculpt can be smoothed a bit so that there can be focus points. I'd maybe darken a little around his eyes to make them stand out. That's a personal preference thing. Overall, well done! I know how much work this must have taken, and it looks better than most! I love the shoulder piece!
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In terms of details, try to reduce the noise on the metal parts ( paint it slightly back via morph) currently I'm looking at your model and I have problems finding a rest spot for my eyes. Maybe its the matcap ant a lot of details are getting softer during the texturing process.
Anyway, keep it up I can't wait see the complete character
I will experiment with the metal more. It's a temporal surface noise modifier at the moment. But it's close to what I'm aiming for. I think that zbrush matcaps are part of the problem too. It's hard to get a decent render without compositing.