I just recently completed this character. This character has around 5100 tris and the standard normal, diffuse, specular and bump maps.
I had some problems creating the normal map for this character. When I created the model in Maya, shot it over to Zbrush2 for some detailing, I didn't know the proper settings for Zmapper to get good results. Suggestions would be great if anyone knows some settings I can try out to fix some of the noticable problems present on my model.
Comments and suggestions are welcome.
Replies
some stuff:
YOu dont need to use a bump map in addition to a normal map. Take your bump info, grayscale it (color bump? eh?), and use the nvidia filter on it. Select your blue channel on that layer, adjust levels - White values = 127, and set that layer to overlay. You can adjust the opacity of it then to get the desired level of bumps.
Another thing to consider would be to tessellate your low poly process mesh you're using to trace from the high poly, it looks like you are getting some strange banding and low poly aritifacting in the normal.
Diffuse: For the most part, it looks good, but you should watch out for putting too much shading and form details in, as the normal map / lighting should take care of most of that. You can put general details in so that your diffuse accents the normal, but you dont want to over power, or overtake the normal with the diffuse.
specular: play with color in your specular a bit. The armor and fabric should have slight spec to it as well, since it is all black, it will look extremely flat when lit. Metal details should show up 'hotter' than flesh, but flesh would be more hot compared to cotton fabrics, but not more than leather.
It looks like a cool character, you just may want to put some consideration into the texturing being more like film, or high res 3d texturing, with some slight tendencies from the hardcore pixel pushing methods. its a balance between the 3 textures (diffuse, normal, spec) that will really help your model shine.
Check out how Raven did the Makron: http://www.iddevnet.com/quake4/ArtReference_CreatingModels
the info towards the bottom of that page about specular maps should be helpful. Ditto to what Moose said about the bumpmap.
There is a lot of potential here. Some polish will go a long way.
Again, thank you everyone for your constructive input.
I'd say check out how the old masters painted skin, especially North Renaissance dudes- and bust out the color wheel.
Luck.
I wanted to add in the texture details of the clothing into the normal map within Zbrush 2 but I couldn't find a way of doing so. I've heard that there was a way to use a greyscale version of the texture map to use as a displacement map in Zbrush2, but I haven't found reliable instructions on how to do this. If anyone knows, i'd appreciate the help.
Again, comments and suggestions are welcome.
http://www.fotosearch.com/BNS275/skn063/