Hey guys, Here is a model I want to Pimp. I it did for the guys at the Southernrise mod. You might recognize him from the "what are you working on" thread. But I figured since he's done he can have his own thread now.
Max Screenshot:
Always love a good zombie! However I like my zombies bloody, but I'm sure that goes against the style of the mod, so it's forgivable, haha. Looks great. I prefer the new eyes to the green glowing ones.
Haha, that's one kick ass zombie man. I'm not too sure where I stand on the eye thing though. Although I will say that for some reason his expression seems more demented to me when he has the green eyes. That might be because of the pose you put his face into.
Model is pretty cool but I really am not a fan of the amount of noise used on this characters textures. Seems jsut too busy without actualyl having a lot of painted detail you know? T_T
The neck seems to be really pushed forward.
Path out where his spine is and you'll get a better idea of where to place the neck.
The ~3,800 polygons you used on him aren't contributing much to his silhouette.
A lot of it comes from experience, though. The less polygons you have to work with, the more you'll see where to place them to maximise the shape you're trying to create and push the silhouette even more.
I 2nd the comments about giving him more blood. I've made my fair share of zombies already, and yeah, it sucks when adding blood covers all the detail you've put into the underlying texture. But it makes it all the better, if you ask me.
Hey Guys, These are all great crits, I was working off a concept but I did have a bit of freedom. But there was a few things that where asked specifically,
They didn't want the green eyes, I liked them too they made him feel more psycho, but I do like the purple eyes too.
Soul: as for the neck they wanted a sort of hunchback feel to the guy, and yes, I agree, I could have put a few more polys down in the sillouette, like you said it comes to experience, and to be completely honest, this is my first fully normal mapped character. Ive messed with just heads and little experiments to get the workflow down, but this is my first foray into the whole making a highpoly to generate normals workflow. Im used to just running a filter on a bump to get my normals.
Hahah and You nailed it on the blood thing, I hate covering up details with too much blood. I might add more, maybe some splatters on his chest but not too much, if you look at the concept Suprore posted there isnt' too much blood on the concept.
Rick as far as zombie wounds scabbing over I dont think it would scab over but more like just coagulate and turn all gooey. To dry and actuall turn into a scab means to heal and zombies never heal, they just get funkier and funkier.
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Model is pretty cool but I really am not a fan of the amount of noise used on this characters textures. Seems jsut too busy without actualyl having a lot of painted detail you know? T_T
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I prefer noisey over smooth textures myself. I think it's all a case of style. Same with the blood.
Hey. That is a nice work. Badass m...r. I really dig the evil face zombie look. I like the texturing on his skin and face. And the pose is very nicely balanced, which gives him some belivability.
The things that I would like to point out from my experiances working on the next gen charaters are:
It would be nice if you wouldnt waste so many polys on small extrusions like belt buckle, edges of belt, shoulder patch, sole on the shoe. And concentrate more on the body shape. You can do all those little detailes with normal map if done properly.
The thing that is a little strange is that you put lots of detailes into the face and hands but not much into the clothing which covers 70% of the character. It kind of removes the balance of the textures. I would personaly add folding into the jacket and pants. Define more stiching on his cloths and add some more detailes onto bump map. It is nice to fake some shadows just small in the areas with stiching and small folding, to get the sense of depth and volume. Think more like soft clothing which also deforms easely on stiching parts. Play some more with the specular. Think of it as diffrent materials. Shoes have leather so add more specular to edges and top of the shoe, and sides of the belt. The shiny surfaces like metal should really pop up. Add more dirt on shoes and pants, make him dirty but not too much. Maybe some more random blod on jacket. I hope this will help you some more to improve your work.
Thanx for posting model without color map. Probably the problem that kills your normal map is the ambient lightning if you are using it. Try to make more contrast with lightning, maybe a direction light that will lit the top faces. That should define the normal map abit more. Also Have you tried playing with specular. Maybe you should make it stronger. Right now the diffuse is killing your normal maps. And specular map should only enhance normal map, not kill it. I hope it helps. Stay cool.
Replies
Thanks for sharing.
You might want to revisit those wounds.
awesome setting for a mod you got there. and great models
For a Zombie that was once a human, and was slashed across the throat and chest, he didn't make much of a mess.
You might want to revisit those wounds.
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i agree, more blood. maybe give him a generals sword all bent and rusted.
http://southernrisemod.com/?page_id=18
Path out where his spine is and you'll get a better idea of where to place the neck.
The ~3,800 polygons you used on him aren't contributing much to his silhouette.
A lot of it comes from experience, though. The less polygons you have to work with, the more you'll see where to place them to maximise the shape you're trying to create and push the silhouette even more.
I 2nd the comments about giving him more blood. I've made my fair share of zombies already, and yeah, it sucks when adding blood covers all the detail you've put into the underlying texture. But it makes it all the better, if you ask me.
Of course, that all depends on what Zombie biology you subscribe to
They didn't want the green eyes, I liked them too they made him feel more psycho, but I do like the purple eyes too.
Soul: as for the neck they wanted a sort of hunchback feel to the guy, and yes, I agree, I could have put a few more polys down in the sillouette, like you said it comes to experience, and to be completely honest, this is my first fully normal mapped character. Ive messed with just heads and little experiments to get the workflow down, but this is my first foray into the whole making a highpoly to generate normals workflow. Im used to just running a filter on a bump to get my normals.
Hahah and You nailed it on the blood thing, I hate covering up details with too much blood. I might add more, maybe some splatters on his chest but not too much, if you look at the concept Suprore posted there isnt' too much blood on the concept.
Rick as far as zombie wounds scabbing over I dont think it would scab over but more like just coagulate and turn all gooey. To dry and actuall turn into a scab means to heal and zombies never heal, they just get funkier and funkier.
Model is pretty cool but I really am not a fan of the amount of noise used on this characters textures. Seems jsut too busy without actualyl having a lot of painted detail you know? T_T
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I prefer noisey over smooth textures myself. I think it's all a case of style. Same with the blood.
The things that I would like to point out from my experiances working on the next gen charaters are:
It would be nice if you wouldnt waste so many polys on small extrusions like belt buckle, edges of belt, shoulder patch, sole on the shoe. And concentrate more on the body shape. You can do all those little detailes with normal map if done properly.
The thing that is a little strange is that you put lots of detailes into the face and hands but not much into the clothing which covers 70% of the character. It kind of removes the balance of the textures. I would personaly add folding into the jacket and pants. Define more stiching on his cloths and add some more detailes onto bump map. It is nice to fake some shadows just small in the areas with stiching and small folding, to get the sense of depth and volume. Think more like soft clothing which also deforms easely on stiching parts. Play some more with the specular. Think of it as diffrent materials. Shoes have leather so add more specular to edges and top of the shoe, and sides of the belt. The shiny surfaces like metal should really pop up. Add more dirt on shoes and pants, make him dirty but not too much. Maybe some more random blod on jacket. I hope this will help you some more to improve your work.
i like the eyes in the first shot the most.
could you please post the diffuse? Seems to kill most of the normalmap.