But, honestly, do you club like feet get you off? I am gonna throw something at you now. too bad you wont be reading this to know its coming. Fixxxx the feeeeeet.
Heyhey supercool! Digging the green, spotty, bumpy skintone. Would you mid showing some flats?
My only crit would go for the pipes, they look a bit overdone in terms of volume faking. Simple patterns might work better.
Is that an Xnormal glow we see here? Nice touch!
great job man the eye is my favourite part, and the mushed up toes, although I suggest defining the toes a little bit in texture so theyre not totally merged.
Brill stuff
this is made of WIN. Some of the colors are a bit too vibrant i think. Making it more obvious that you're trying to do too much with the normals, makes the wires and stuff stand out too much.
yea man, really nice job! agree on what others have said though. Why not take him up a few hundred and just smooth him out a bit overall. The tubes coming out of his back/neck can need some extra segments aswell me thinks
anyways.. this makes me slap myself for not beeing able to even complete a normalmapped weapon lol (damn work!
I love it!
I also like how you put a good amount of detail into the diffuse as well, too many people think that they can just let the normal take care of all the detail and leave the diffuse looking bleak.
This is great. But I'm curious what it would look like if the spec wasn't so prominent.
This is sort of a general question for everyone, but is there a way to make a normal mapped model not have that "normal mapped" look. I'm sure everyone knows what I'm talking about.
ha soul.. i think u want some x-tra tex only for material-behavior .. so skin more diffuse with more usage of the skintone and metall - sharp / lightcolor
where are the programmers *shout*
but honestly i think we should wait für the nextnextgen or nextnextnextgen .. thats something mathematicans are solving
ahhhhh btw love this model.. very cool look and i love the skin-tone
only crit: don´t relay like the tubes-texture.. bit wired and with no real idear behind them .. and yes the feets could use three polys more
very nice indeed, I like all the aspects of this model. The modelling is sharp with no wastage. The texturing as sweet too but you need to fix the feet and the spec map. The club feet really do detract from an otherwise spectacular model and the specularity really needs to NOT make it look like a model with specularity, if you know what I mean. IT can be done, look at quake wars. They have done a beautiful job with the spec. Something which is rare.
[ QUOTE ]
the specularity really needs to NOT make it look like a model with specularity, if you know what I mean. IT can be done, look at quake wars. They have done a beautiful job with the spec. Something which is rare.
[/ QUOTE ]
Hey sorry, don't mean to pull you up on this point for the sake of it, but I think as common courtesy for tinman and edumacation for us all this needs to be explained better. It's a really vague statement as it stands now. Everyone is conscious of over use of spec in conjunction with normal mapping. So, I read your sentence a couple times over and I still don't understand the point. Do not get me wrong here. I think Quake Wars is a fantastic looking game so far, and I am chomping at the bit to see more of it, but I just re-examined some screenshots just now and I'm failing to understand what is so unique about how they handled specularity? So your point could deinitely use more detailed explanation thanks!
I think I may know what he's getting at Daz. By looking at the spec map, and his first rendered out image, it looks like all bits of his monster have the same level of specularity, like the skin has as much specular as the metal bits do.
illusions that would make sense except if you desaturate my spec the skin is much darker than the metal. I'd also like to see what KR means by making model that's shiny...not look like a model that's shiny 0.o
anyways thanks for the comments guys i'm going to be making the specular sharpness map and rigging this guy soon, had to take a break cus i was getting bored w/ him.
The spec is very uniform in its values, specificly the flesh. Try thrwoing in some pure blackness in areas like dirt, cracks, pores, warts, callouses, etc. You definately dont want to go overboard, but a little bit will really help pop your awesome diffuse and normals. The metal spec could go for a little more contrast too. You could try duping that layer once, grayscaling it, and jacking the levels up to some stupid level (so you get aliased black and whiteness), set it to multiply over your current spec layer, tweak, and check it out. Adding little details like that (and at the same time, adding a slight color shift in the dark areas for the diffuse) will really make stuff pop, and break up the highlights as they move across a surface.
Specific areas im thinking about would be his belly. The details are aweosme, but that one, bright spot there is really distracting, and very open/clean for such a filthy looking creature. Breaking the spec up a little bit can still keep all of your non-realworld style going on, but at the same time add a little more depth to the surface.
tinman: i think what he wsa refering to (shiney) is that metal reflections generally are not specular. Ie, a highly polished metal surface will still reflect its environment whether it has a strong light on it or not. Point being, that reflectivity is mostly diffuse. You can kind of force smaller highlights on metals too by breaking up the area that is metal with black streaks and details. It is touchy, too much hurts, but a little can go a long way. A slight blur on metal speculars helps stuff too!
Replies
He's awesome in a cartoony ugly/cute kinda way. Nice normal map. My only crit so far would be that the toes on his left foot look a little mussed up.
But, honestly, do you club like feet get you off? I am gonna throw something at you now. too bad you wont be reading this to know its coming. Fixxxx the feeeeeet.
My only crit would go for the pipes, they look a bit overdone in terms of volume faking. Simple patterns might work better.
Is that an Xnormal glow we see here? Nice touch!
Brill stuff
love the colors...excelent use of normal maps...mind showing the texture sheets ?
I was greedy and painted all the maps at 2048, which btw my computer hates....................
anyways.. this makes me slap myself for not beeing able to even complete a normalmapped weapon lol (damn work!
nj!
I also like how you put a good amount of detail into the diffuse as well, too many people think that they can just let the normal take care of all the detail and leave the diffuse looking bleak.
This is sort of a general question for everyone, but is there a way to make a normal mapped model not have that "normal mapped" look. I'm sure everyone knows what I'm talking about.
where are the programmers *shout*
but honestly i think we should wait für the nextnextgen or nextnextnextgen .. thats something mathematicans are solving
ahhhhh btw love this model.. very cool look and i love the skin-tone
only crit: don´t relay like the tubes-texture.. bit wired and with no real idear behind them .. and yes the feets could use three polys more
I hate you.
(but love the model)
the specularity really needs to NOT make it look like a model with specularity, if you know what I mean. IT can be done, look at quake wars. They have done a beautiful job with the spec. Something which is rare.
[/ QUOTE ]
Hey sorry, don't mean to pull you up on this point for the sake of it, but I think as common courtesy for tinman and edumacation for us all this needs to be explained better. It's a really vague statement as it stands now. Everyone is conscious of over use of spec in conjunction with normal mapping. So, I read your sentence a couple times over and I still don't understand the point. Do not get me wrong here. I think Quake Wars is a fantastic looking game so far, and I am chomping at the bit to see more of it, but I just re-examined some screenshots just now and I'm failing to understand what is so unique about how they handled specularity? So your point could deinitely use more detailed explanation thanks!
anyways thanks for the comments guys i'm going to be making the specular sharpness map and rigging this guy soon, had to take a break cus i was getting bored w/ him.
The spec is very uniform in its values, specificly the flesh. Try thrwoing in some pure blackness in areas like dirt, cracks, pores, warts, callouses, etc. You definately dont want to go overboard, but a little bit will really help pop your awesome diffuse and normals. The metal spec could go for a little more contrast too. You could try duping that layer once, grayscaling it, and jacking the levels up to some stupid level (so you get aliased black and whiteness), set it to multiply over your current spec layer, tweak, and check it out. Adding little details like that (and at the same time, adding a slight color shift in the dark areas for the diffuse) will really make stuff pop, and break up the highlights as they move across a surface.
Specific areas im thinking about would be his belly. The details are aweosme, but that one, bright spot there is really distracting, and very open/clean for such a filthy looking creature. Breaking the spec up a little bit can still keep all of your non-realworld style going on, but at the same time add a little more depth to the surface.
tinman: i think what he wsa refering to (shiney) is that metal reflections generally are not specular. Ie, a highly polished metal surface will still reflect its environment whether it has a strong light on it or not. Point being, that reflectivity is mostly diffuse. You can kind of force smaller highlights on metals too by breaking up the area that is metal with black streaks and details. It is touchy, too much hurts, but a little can go a long way. A slight blur on metal speculars helps stuff too!