Yeah it looks too green, you should at least have some variation in there, maybe make your base concrete a more paleish color and work some of the green you have only in the stains. The metal you have is also the same hue as your concrete so you're losing any pop you would get by having it be a different color, i would desaturate the metal and maybe even shift it very slightly towards red.
Also do some edgework on the concrete as well. Use the normal map as a guide to paint in some slightly lighter edge work along your concrete edges.
Also if you're not already really push your spec on the edgework of the metals and keep it really low on the concrete.
Tinman, thanks, I didnt notice that the hue's were so close. Also I do have edge work though it got a bit lost when I scaled the image down. After tweaking the maps and using a bit of a more orange light this is what I got(no its not the same image :P).
I just cant seem to go really desaturated on the concrete, this just looks much better to me
The final bust. I've been told he currently looks like a Vulcan, but once I give him fangs and get him textured, I'm sure you'll all see his vampire roots.
@Vitor: What is this supposed to become? A realisic anatomy study or some sort of monster minicing the human form? 'cause that's what it looks like right now.
The head, arms and legs looks ok, but the joints connecting them to the torso and the torso in general needs a loot of work. It doesn't look like you used any reference at all to be honest, otherwise you wouldn't have a ribcage that exents all the way down to the hip, and fronal hip-bones that are about 10 inches too low. The lower belly in general is also way out of scale (to big) and her breast don't really look like small breast do (I guess that is your intention) but like undetailed large breasts scaled uniformly down. Last but not least, what are those harsh indents at the shoulders supposed to be?
Sorry if this sounded a bit harsh, but IMHO its/her look right now scares the crap out of me
Edit: Oh and her neck is way to long also... and the head, arms and legs could be a bit out of scale, but there is so much wrong about it right now that I am unsure about it.
Her body fat percentage in the belly area looks below 1%, which in contrast to the rest with isn't that anorexic looks quite strange. Oh and her general shape is a bit male... but I guess that would still fit into the "people come in all sizes" saying
Jgarland: I dig the details, but the medium level forms still seem a bit iffy. His cheeks and the creasing on his face and all seem like they could use a little more low frequency definition.
sniff, MOP told me to take polys out of the boots, you tell me to put them back in.
Yeah I am only kidding, they could do with a few more in, now you mention it.
I was just trying to squeeze the polycount down a bit
Vitor- hope you don't mind me saying that she looks a little freakish, but somehow i like the style.
TheWinterLord - I think you need to work on the colour scheme/lighting a bit. The textures look almost procedural
430 tris, 512 diffuse, 256 normal, 128 spec
Gonna touch up the normal a bit still. Mode was quick and easy, tex took quite awhile. This is a quick in game shot.
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I kinda like the green too, if it were part of some dramatically lit environment I think itd work. It just looks odd on its own against grey
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Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
Not finished enough to go in the 1-hour head sculpting thread, but I plan on spending longer and finishing it up to a high degree of detail, maybe make a full character. About an hour so far, not really been paying attention to time though. From a box.
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Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
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Most of the color is coming from the light. The green on the diffuse is to make it look like its weathered. The fill lights in the render are slightly blue and seem to work ok on the diffuse.
Just been skinning the fella up. Need to add the twist fixes for the shoulders/wrists/inner thighs though which is a real pain:(
How you do thumbnails BTW?
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DTrip and Pavel, those are looking awesome
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Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
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Most of the color is coming from the light. The green on the diffuse is to make it look like its weathered. The fill lights in the render are slightly blue and seem to work ok on the diffuse.
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It just comes off as tinted green, not any sort of weathering. And you can tell by the render and the flat texture shown, most of the color is in the diffuse. Maybe your monitor's color is off. If you want that sort of green color, its WAY WAY too uniform, maybe small amounts of htat in certain places for color varaition, but right now it is tinted *very* green.
I would desaturate it a bit, and shift the hue so its more like this:
Still looks good Keen, but honestly I enjoyed the yellowish green hue better. I don't really know why people are throwing such a hissy fit over it, but whatever.
Oh, and Dtrip, that's pretty cool Could use a little touch ups in the model and texture, but what you have there is pretty solid.
cheers diZzyWalnut , your stuff is coming along nice too:)
ScoobyDoofus - looking good and stylish so far
Great Stuff on this last few pages in general, particularly like yours Renaud Galand
I was a little confused by the scale though. At first I thought it was a full on spaceship. Didn't realize it had a seat on it. Maybe if you scaled the graphic and some of the vent details up it would help.
Robbiek1000 texturing and modeling look awesome man. I'm with Okkun on the proportions of things though. It also looks like the windshield/instrumentation would be too far away to do the rider any good. Perhaps move the handlebars fwoard more and just have the rider bigger.
Replies
Also do some edgework on the concrete as well. Use the normal map as a guide to paint in some slightly lighter edge work along your concrete edges.
Also if you're not already really push your spec on the edgework of the metals and keep it really low on the concrete.
I just cant seem to go really desaturated on the concrete, this just looks much better to me
The final bust. I've been told he currently looks like a Vulcan, but once I give him fangs and get him textured, I'm sure you'll all see his vampire roots.
The head, arms and legs looks ok, but the joints connecting them to the torso and the torso in general needs a loot of work. It doesn't look like you used any reference at all to be honest, otherwise you wouldn't have a ribcage that exents all the way down to the hip, and fronal hip-bones that are about 10 inches too low. The lower belly in general is also way out of scale (to big) and her breast don't really look like small breast do (I guess that is your intention) but like undetailed large breasts scaled uniformly down. Last but not least, what are those harsh indents at the shoulders supposed to be?
Sorry if this sounded a bit harsh, but IMHO its/her look right now scares the crap out of me
Edit: Oh and her neck is way to long also... and the head, arms and legs could be a bit out of scale, but there is so much wrong about it right now that I am unsure about it.
little update,
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Her body fat percentage in the belly area looks below 1%, which in contrast to the rest with isn't that anorexic looks quite strange. Oh and her general shape is a bit male... but I guess that would still fit into the "people come in all sizes" saying
wip
Yeah I am only kidding, they could do with a few more in, now you mention it.
I was just trying to squeeze the polycount down a bit
Vitor- hope you don't mind me saying that she looks a little freakish, but somehow i like the style.
TheWinterLord - I think you need to work on the colour scheme/lighting a bit. The textures look almost procedural
finally got a chance to work on this. Dunno, gonna trim some polies -- it's around 5k now.
430 tris, 512 diffuse, 256 normal, 128 spec
Gonna touch up the normal a bit still. Mode was quick and easy, tex took quite awhile. This is a quick in game shot.
I kinda like the green too, if it were part of some dramatically lit environment I think itd work. It just looks odd on its own against grey
[/ QUOTE ]
Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
Not finished enough to go in the 1-hour head sculpting thread, but I plan on spending longer and finishing it up to a high degree of detail, maybe make a full character. About an hour so far, not really been paying attention to time though. From a box.
Did some changes on pose, propotions, modeling, presentation, subtools... with perspective!
better i hope this time:
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Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
[/ QUOTE ]
Most of the color is coming from the light. The green on the diffuse is to make it look like its weathered. The fill lights in the render are slightly blue and seem to work ok on the diffuse.
256X256
Just been skinning the fella up. Need to add the twist fixes for the shoulders/wrists/inner thighs though which is a real pain:(
How you do thumbnails BTW?
Concept for the Game Artisans Mini-comp
DTrip and Pavel, those are looking awesome
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Better to actually use green lighting in this situation to add color, instead of coloring your actual diffuse. That way if wanted a blueish, or purplish lighting you just change your lights, not use a different diffuse.
[/ QUOTE ]
Most of the color is coming from the light. The green on the diffuse is to make it look like its weathered. The fill lights in the render are slightly blue and seem to work ok on the diffuse.
[/ QUOTE ]
It just comes off as tinted green, not any sort of weathering. And you can tell by the render and the flat texture shown, most of the color is in the diffuse. Maybe your monitor's color is off. If you want that sort of green color, its WAY WAY too uniform, maybe small amounts of htat in certain places for color varaition, but right now it is tinted *very* green.
I would desaturate it a bit, and shift the hue so its more like this:
Oh, and Dtrip, that's pretty cool Could use a little touch ups in the model and texture, but what you have there is pretty solid.
First evar quasi successful NM head folks. downsampled realtime viewport grabs from 3DS Max using JI styles shader R3 & crappy temp everything.
Actually this whole page does.
ScoobyDoofus - looking good and stylish so far
Great Stuff on this last few pages in general, particularly like yours Renaud Galand
Obligatory bang bang stick.
Getting to texture soon; 880-faces; 512 normal
I was a little confused by the scale though. At first I thought it was a full on spaceship. Didn't realize it had a seat on it. Maybe if you scaled the graphic and some of the vent details up it would help.
Okkun - I think you may be right...I'll see what I can do.