Great model man, this is some very high quality work. I love his devious grin. Welcome (back) to polycount. This guy would make a great normal mapped character. You could probably bake out his color/spec/normal all in one go with fairly little work.
Also in case you don't know horribly mispronounced slang, Ghost Riders post means "tight" but said with a crunky twang.
Very cool. Love the overall look of it, very consistent texturing and good colour choices.
My only (tiny, tiny) crit is that those 3 skulls on his front are identical. Everything else is great.
I dig the charcter and the porpotions,but i don't like the metal textures.
Just an opinion but to me the metal looks over exagerated and bumpy,almost like concorete,it also blends in with his skin textures and should perhaps be abit smoother.
Apart from that,you have a tight peice of work there.
lol ok this is cool overall but the muscles are really blobby, you should take this into zbrush and sculpt some of those muscles out, get some more defined shapes.
also lower the spec on the flesh, right now it looks about as shiny as that metal, it almost looks as if the guy is made out of the same material.
This bag would be fairly annoying if he ever has to run anywhere since it would get thrown all over the place.
Maybe you could place it higher up, hanging under the armor around his middle.
Good character and cool texturing, except on the skulls which seems a bit out of place, almost like they have more texturespace due to the harshness of that overlay.
Also:
pretty cool, the skin shader doesnt look good. At the moment it looks fairly similiar to the effect your have on the metal - which makes the skin feel plastic. I also think his flesh needs to be broken up with more variation in the texture.. have softer looking flesh in some area's and then the rough detailed in others imho.
I'd also suggest if you take your render and desaturate it, you will see that all the values are very similair.. I think the character would work better if you increased the brightness of the flesh - which would create greater contrast to the peice. Did you use a spec power map to control the specular falloff? it would really help push the difference between all the materials.
Good stuff, but you can still take it up a few notches
M'kay, so many people were yelling specular I decided to lower it.
So F5.
Textures - sorry nope. They all equal to two textures 4096px and multiply it by 3 (spec,color,bump) and you will understand why. Besides they don't look interesting at all unlike the old fashioned game textures which are great to look at.
And the wires I kinda overwrote with these images. The cage is 60k polies. And im too lazy to make new one.
But here are poly renders if you haven't seen em yet. There are more on my site (www.piotronline.com).
Oh and the black spikes accident...it never happened.
Replies
Also in case you don't know horribly mispronounced slang, Ghost Riders post means "tight" but said with a crunky twang.
My only (tiny, tiny) crit is that those 3 skulls on his front are identical. Everything else is great.
Keep it up
I dig the charcter and the porpotions,but i don't like the metal textures.
Just an opinion but to me the metal looks over exagerated and bumpy,almost like concorete,it also blends in with his skin textures and should perhaps be abit smoother.
Apart from that,you have a tight peice of work there.
john
lol ok this is cool overall but the muscles are really blobby, you should take this into zbrush and sculpt some of those muscles out, get some more defined shapes.
also lower the spec on the flesh, right now it looks about as shiny as that metal, it almost looks as if the guy is made out of the same material.
This bag would be fairly annoying if he ever has to run anywhere since it would get thrown all over the place.
Maybe you could place it higher up, hanging under the armor around his middle.
Good character and cool texturing, except on the skulls which seems a bit out of place, almost like they have more texturespace due to the harshness of that overlay.
Also:
I'd also suggest if you take your render and desaturate it, you will see that all the values are very similair.. I think the character would work better if you increased the brightness of the flesh - which would create greater contrast to the peice. Did you use a spec power map to control the specular falloff? it would really help push the difference between all the materials.
Good stuff, but you can still take it up a few notches
but seriously, some of the spec needs to be toned down, it's far too busy on the eye. I'd go for removing the spec map on the skin, completely.
So F5.
Textures - sorry nope. They all equal to two textures 4096px and multiply it by 3 (spec,color,bump) and you will understand why. Besides they don't look interesting at all unlike the old fashioned game textures which are great to look at.
And the wires I kinda overwrote with these images. The cage is 60k polies. And im too lazy to make new one.
But here are poly renders if you haven't seen em yet. There are more on my site (www.piotronline.com).
Oh and the black spikes accident...it never happened.