It came out really really well, Im not sure if its just me but I dont really like the blurry edges on the bandages on his legs...shouldnt these look much more hard edged? and the large guy is a bit too monotone for me, it woulda been nice if there were more touches of green/purple or something just to give him some extra character. Just my 2 cents :P.
u r aware of the wallpaper thread at GameArtisans.org? yeah? well please do submit urs as a wallpaper, i'd love to stare at it all day long, burn out my eyes, and find drool all over my keyboard.
thank you very much!
oh, and thats "code" for "oh my goddzzzz!!!11!! uz doign waoW!!11!!!!1111!"
There is definitely a ton I like about this, but I think it slowly got a bit weaker as it progressed from start to finish. The concept is the strongest part, the high poly the next strongest, but I think the texture and final renders kind of let it down a bit. The color map is great, I'd love to see it on the character at full bright. Nice limited palette scheme, though I'd like to see maybe a bit less brown and black in the shadows, and a bit more color in your highlights, just to help the material feel. The normal map I think is letting your piece down. It's just not reading as volumetric as your high poly. I think maybe the way you're combining your normal maps in photoshop is deadening the depth. Try this when combining normal maps made from the nvfilter with normal map bakes http://www.poopinmymouth.com/process/normal_workflow/normal_23.jpg
And finally the spec doesn't seem very evident. I normally spend more time on the spec map than the color map in my next gen pieces, as it can really help the material types pop when done right. I also think the way you had the blades attached to the arms was stronger in the concept, than in the final piece. the big metal bands detract from the blades themselves, whereas the wraps emphasized BIG BLADES.
I don't want to sound too negative, I think this piece is really awesome, but it just lost a little oomph in it's transition.
I agree with poop on the metal bands on the arms.. I'd would have liked you to kept the original concept type connection, the screws trough the arm.. it gives a bit more evil feel in general.. and it would have indeed gave the blades more POW!
Hey guys, yeah alot of things on this guy that I should have done, and would do differently after of course going through the process:) Ah well, live and learn, and at some point down the road I plan on looking back over this guy and reworking the render and maps and such to make him work better. In the meantime, I just wanted to post the desktop that I created for him, so hope some of you enjoy it.
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thank you very much!
oh, and thats "code" for "oh my goddzzzz!!!11!! uz doign waoW!!11!!!!1111!"
And finally the spec doesn't seem very evident. I normally spend more time on the spec map than the color map in my next gen pieces, as it can really help the material types pop when done right. I also think the way you had the blades attached to the arms was stronger in the concept, than in the final piece. the big metal bands detract from the blades themselves, whereas the wraps emphasized BIG BLADES.
I don't want to sound too negative, I think this piece is really awesome, but it just lost a little oomph in it's transition.
Spark