I rarely texture. Therefore I'm texturing and struggling with my art-queen standards with this Orc Blademaster:
My unoriginality is based off of this Samwise concept from Warcraft 3:
A more colorful rendition.
Right now I'm getting the skin tidied up & uniform (like the pecs & shoulders). It has gone slow and getting a feel for things hasn't really clicked yet:
So that's the current state of things. I'm trying to light a fire under my ass and hope to update this more often than not.
Yeah... that back looks all wrong...
Replies
http://img.photobucket.com/albums/v668/killnpc/Blademaster_24copy.jpg
love,
the animals of cory forest
this guy is great for an "armor up" SDK.
You want to shade the muscle as if there were a light source somwhere, right now what you have is pretty much a depth map. If you were using a normal map from a high poly model this would be fine but your not. I've attached an image to show what I mean.
This is overdoing it a little but you should get the idea. Also instead of pronouncing each muscle 100%, just put a little pinch around the corners and smooth the rest out. Don't have long creases like on the chest, just put a little bit in the center and feather it out. You can see on your concept where the pinches should be. Hope I'm not overstepping my bounds.