Yay Ive nearly finished a model
Here is a Model that Ive been working on for the last month. Hes probably 90% done. He is an Indian dude for UT. He is 4075 polygons with one 512 map for his head and one 1024 for his body both textures are 100% self illuminated. I have rigged him and done some simple walk and run animations for him as well. I dont really like his face, any suggestions? I feel that he needs some more detail and points of interest. Suggestions? Comments?
Schlumpy
Replies
The tones in general are muddy, there's not enough colour variation or contrast in the face, it looks like you've either been using dodge/burn too much, or greyscale without enough colour layers.
The idea and general style you have going on is cool, it looks like the guy'll fit well into the UT2k3/4, but I'd definitely recommend going over the textures, tightening up the forms (put some harder edges in there - light/dark contrasts right next to each other), also try to saturate the highlights more, white highlights tend to look unrealistic and odd.
Like I say, the idea and the model are good, just the texture needs work to make it all look consistent (those feathers are just TOO colourful...).
Keep it up!
MoP
Also I'm not sure what is going on with those shoulders/ They seem very far out and a bit low. Maybe take a look at that, eh?
The texture resolution is WAY too high for the amount (re: lack) of detail thats in them.
I'd google up some images of native americans and re-paint the face texture. He looks dead (pale) and hardly aboriginal at all.
The geometry is definitely well done, just need to work on execution a little more.
Keep it up!
Espeically about the alpha planes. You would be able to pull of a much more convining head piece with alpha planes. Check out this feather tutorial I found awhile back it was fun and easy to do and it looks great!
I really like how chuncky he is but doing those pieces with alpha's won't take away his chunkiness or character Its a great mesh but the textures are a bit lacking =(
I was thinking of using alpha maps at first for the feathers, but the last model I made for UT the transparent parts of the map did weird stuff to other parts of the mesh. When a transparent part was in front of another part of mesh, you could see straight through the whole model. Has anyone else had that problem? Any solutions? Picture below.
Vig: I had a look at that tutorial. Thanks for the link I might use it if I decide to use alphas.
Dan
sorting problems or set bMasked in Unreal Editor
to true under surface options that should do the
trick.
-grin-
Very nice model, but like the other said, you'll need to make the colors a little more gaudy. :P
At the moment, areas to focus on would be the nose (needs more colour) and the eyebrow area (seems to be too desaturated and blurred).
I'm guessing the lips and eyes are still WIP - definitely remember to make the whites of the eyes much darker so they blend in with the surrounding tones - it always looks creepy when the eyes seem to glow
I like the way you've done the feathers there.
Good start, keep it up!
MoP