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Necromancer Wip

Recently, in my spare time I’ve been working on a necromancer character. I’m close to being done with the diffuse map and will start on the spec map soon. Couple of questions though, for the eyes how do you guys go around creating them? Do you simply get a flat plane behind the socket and paint an eye texture on it, or do you just use a sphere or something. At the moment, I simply stuck two spheres in his noggin. Also, I was thinking of baking some nice ambient lighting onto the diffuse map or at least tacking the map on at 50% opacity to get some nice soft shading going on. Is that a good idea or not? CnC welcome.

necro.png

Replies

  • snap.crackle.pop
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    snap.crackle.pop polycounter lvl 18
    woohha! not bad, not bad.

    The geo seems right, but i would definitely work on the textures a bit, they seem a tad pale for my taste only (i would go with something stronger).

    keep at it.
  • praetus
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    praetus interpolator
    maybe just the perspective of it...but his ass seems really low and really small.
  • chinups
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    chinups polycounter lvl 17
    Hey man looking good, only comments are, wow he has ripped abs, maybe too ripped.
  • Tulkamir
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    Tulkamir polycounter lvl 18
    Looking very nice, but yea, his hips are too low. (And as a result his legs are really short and torso is really long).

    I also can't tell what the material covering his chest is... looks a bit like a spandex kinda thing due to the shading, but that'd mean he is super ripped like chinups said, which makes me think it could be armour of some sort. (Which would make sense given how heavily armoured he is elsewhere.)

    And more colour would be cool. smile.gif(Brighter gold even)

    For the eye's, here's a tut poop did on it. Not sure if it's still up-to-date for next gen stuff, but take a look. smile.gif

    http://poopinmymouth.com/process/eyes/eyes.htm

    Looking great man. smile.gif
  • NoodleBox
    Thanks for the replies. The hips do look a little low. I’ll probably tweak the model tomorrow after work. My original concept was to have him have an armored torso, but I changed my mind about midway through z-brushing so his abs are a bit of a result of that. I had spandex in mind afterwards simply because I couldn’t think of a good way to incorporate having bony protrusions coming out of his body and meshing together with an interesting armor design.
  • NoodleBox
    Ok, so I fixed a couple of the proportion issues on my necromancer. I decreased the size of his head, lengthened his legs a little, increased their thickness, raised his hips, and decreased the size of his torso slightly. Though one issue perplexes me slightly, the first set of ss were taken from the viewport in max while all the materials on him were under the directx shader material. This was so I could view my normal maps as I worked, but it seems like it desaturated the color on my textures quite a bit, and made everything look more monotone. The render shows more contrast and fidelity in the color map which is how it actually looks when I fire up Photoshop. Does the directx shader normally do that, or is something wrong with my settings or video card?

    render.png
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