LAST UPDATE , HE IS FINISHED! https://www.artstation.com/artwork/AqGrbyI decided to share my progess of this piece. I'm quite ahead with it but I'm going to need feedback and suggestions for texturing!
Here we have the highpoly
And current state of texturing
Inspired by this
concept of Yao Wang
Right now I'm adding some variation on roughness and creating gradients here and there
Replies
It looks like his knees are 2/3 down his legs atm, which if so will look quite strange when bent.
The upper arms in the concept are also thinner then what you have there.
Eyebrows seem too light, and eyelashes (or darkness on eyelid rim) is missing.
Seems you also simplified the front belt patch, and removed the back of the hood.
The lower front part of the boots appear to have been enlarged and rounded to fit his feet instead of being mechanical extensions, was that the intent?
Model is quite far along, but I wouldn't move into texturing just yet.
-He has super long legs so that may give a strange perception of his knee position, but its been checked by a few ppl and I think it will work well
-At first I tried to match his arms but it looked like he couldnt lift those mechanic parts so made arms a little bigger
-I'll work on eyebrows and to be honest I'm not sure how I will approach eyelases. Im testing mesh eyelashes and darker eyelid rim to see what I like the most
-Yeah I simplified that
-An this was on purpose yes, since I'm not matching it 1 to 1
PolyHertz said:
Added eyelashes
Improved face texture a bit
Jacket variation
- A lot of the details don't stand out anymore, like the letter on his shirt, the red lines on the boots, and the red strands of hair.
- None of the colors really get that bright in overall. In general, it's more aesthetically pleasing to have a high range of color values.
Just something to consider. Looking forward to seeing the finished result!https://cdna.artstation.com/p/assets/images/images/019/757/288/large/yao-wang-e08633bd-82d9-4888-9a79-514c8f64c45b.jpg?1564893262
I'm not copying 1 to 1 but most of the stuff its there. You might be right on the value issue but its also being affected by more elements than the diffuse map itself so it may change a lot depending on my render settings, lighting and so on. Did the same greyscale + blur on some reference pieces and their range isn't far from what I've got. I'll take a look to it anyways and thanks once again!
After fixing pants shading error and getting rid of light being too strong (probably switching an omni for a spot and tweaking values is enough to solve it) on his arm metal part I think I can go ahead and work in a rig for posing purposes