man this is really really awesome. but for some reason...and i know he's ridin' low....it just seems as though his hips need to be a tad bit wider. could just be me.
BuT I think you really need to work the specular better. The spec on his face feels too tight. Throw a constant in the spec power and playing with low settings and see how it looks, personally I prefer a broad shine for skin in unreal. If you spec value ends up too high then throw a constant in that or a vector parameter and play with the value/colour.
I'd recomend playing with the values on everything like that- the leather currently looks plastic. Try some colour for the metal specs and maybe add noise and darken the cloth spec (currently its too bright)
His ass seems very flat/non existnat in those pants!
Also watch the Tmission (?) on the hands.. they are glowing a little pink - right through the finger tips! pull that back and get it under control.
i hope those crits help! I know u can push this a little further!
I agree with Spacemonkey that your specular maps look like they could use some work. Seem a bit too sharp and contrasty here and there, not consistent enough to really get the material type across.
Also, as someone mentioned with his braces, I'd have probably modelled them as 2 planes running from his pecs to his belt, at the moment they look quite fake, they need some tension, which I think you could only achieve in this pose if they were modelled separately.
What are you rendering this in? I want to say Max but it seems more like a game engine (judging by the lack of self-shadowing), but it's not Doom3...
The specular now its added looks a tad over used. His skin seems to look like hes wet with oil, his trousers seem to have a shiney surface to them etc.
I think you should tone down the spec in the ski/fabric areas a tad...?
Spacemonkey: I was going for a sweaty look with the tighter spec. I've had mix opinions about it but I kinda like it the way it is... though everything can always be tweaked
andI should bring back the tmission on the hands... it is a bit too bright.
AdamBrome: Yea now the suspenders are buggin me too.
Mop: Its unreal 3 editor. A stripped down version comes with the PC game RoboBlitz (only $14.99) I think I will add the poly strip from the chest to pants for the suspenders. Its really buggin me now
damn, that is excellent. looks like he's just about ready to beat the unholy shit out of someone. great design.
i for one totally dig the spec; look around at things like that in real life and i think you'll find that it fits quite well. i'm sure he's in the business of sweating in some muggy illegal basement boxing arena. it adds some pleasing detail. almost reminds me of the harsh spec on some of the characters in the newest virtua fighter; comes out rather well.
and i think the whole problem with the suspenders is that they're all in the texture--no geometry at all. should extrude out a bit. otherwise it's not too weird that they conform to the torso's topography; suspenders can do that if you're sweating and wearing a wifebeater, as long as your pants don't weigh like 80 pounds. i'm pretty sure i know that from experience.. somehow. hah.
Very nice work! Love the proportions! Maybe the transluency on his fingers is too strong...
So this is Unreal 3 engine right? Could you plz explain how u got ur stuff in there? Or what do I need? I have no idea actually with all that Roboblitz stuff
I've just been looking at it and again, the specular just seems off on the nose... Its almost like he has a nose ring on, which really doesn't suit the model? Either that, or the specular is messed up just at the lower of the nose. Thats whats wrong with spec so far.
That, and the fact his fingers are red/pink for some reason?
I like the skin spec as it is. I immediately read it as "sweaty" rather than "action figure plastic". The trouble with stills for current gen stuff is that you can never really get the full picture, you need to see it moving. If you can be bothered, I'd love to see a 360 rotation of this. Top notch stuff anyway man.
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I've just been looking at it and again, the specular just seems off on the nose... Its almost like he has a nose ring on, which really doesn't suit the model? Either that, or the specular is messed up just at the lower of the nose. Thats whats wrong with spec so far.
I know the fingers are red because the light behind them shines through, but i think you should tone it down a bit...that light would have to be a lot closer to make ´em look like that.
Really stunning work anyways!
Replies
I think the legs look short because the pants are riding low.
Love the style and materials.
Anyways heres some more work... bout done with the textures just need to make the bat weapon and rig.
i imagine it would absorb like brawny duz.
His left hand is deforming kinda weird on the top right shot.
BuT I think you really need to work the specular better. The spec on his face feels too tight. Throw a constant in the spec power and playing with low settings and see how it looks, personally I prefer a broad shine for skin in unreal. If you spec value ends up too high then throw a constant in that or a vector parameter and play with the value/colour.
I'd recomend playing with the values on everything like that- the leather currently looks plastic. Try some colour for the metal specs and maybe add noise and darken the cloth spec (currently its too bright)
His ass seems very flat/non existnat in those pants!
Also watch the Tmission (?) on the hands.. they are glowing a little pink - right through the finger tips! pull that back and get it under control.
i hope those crits help! I know u can push this a little further!
I agree with Spacemonkey that your specular maps look like they could use some work. Seem a bit too sharp and contrasty here and there, not consistent enough to really get the material type across.
Also, as someone mentioned with his braces, I'd have probably modelled them as 2 planes running from his pecs to his belt, at the moment they look quite fake, they need some tension, which I think you could only achieve in this pose if they were modelled separately.
What are you rendering this in? I want to say Max but it seems more like a game engine (judging by the lack of self-shadowing), but it's not Doom3...
Cool stuff though, good job
MoP : it's the Unreal Engine 3. When you're used to it, this default checker texture and the lighting speak by themselve ^^'
I think you should tone down the spec in the ski/fabric areas a tad...?
Spacemonkey: I was going for a sweaty look with the tighter spec. I've had mix opinions about it but I kinda like it the way it is... though everything can always be tweaked
andI should bring back the tmission on the hands... it is a bit too bright.
AdamBrome: Yea now the suspenders are buggin me too.
Mop: Its unreal 3 editor. A stripped down version comes with the PC game RoboBlitz (only $14.99) I think I will add the poly strip from the chest to pants for the suspenders. Its really buggin me now
i for one totally dig the spec; look around at things like that in real life and i think you'll find that it fits quite well. i'm sure he's in the business of sweating in some muggy illegal basement boxing arena. it adds some pleasing detail. almost reminds me of the harsh spec on some of the characters in the newest virtua fighter; comes out rather well.
and i think the whole problem with the suspenders is that they're all in the texture--no geometry at all. should extrude out a bit. otherwise it's not too weird that they conform to the torso's topography; suspenders can do that if you're sweating and wearing a wifebeater, as long as your pants don't weigh like 80 pounds. i'm pretty sure i know that from experience.. somehow. hah.
once again, awesome work.
Suspenders = fixed... I hope
That said, its a great start. If it were me I'd try to light him to show the suspenders shadowing himself - but thats just me.
Keep it up, this is great.
So this is Unreal 3 engine right? Could you plz explain how u got ur stuff in there? Or what do I need? I have no idea actually with all that Roboblitz stuff
THX
other than that amazing work:)
(is it me or are all charcter modellers/texturers with the name bryan awesome?)
That, and the fact his fingers are red/pink for some reason?
FANTASTIC work dude, amazing work in fact.
I've just been looking at it and again, the specular just seems off on the nose... Its almost like he has a nose ring on, which really doesn't suit the model? Either that, or the specular is messed up just at the lower of the nose. Thats whats wrong with spec so far.
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That's a lighting artifact.
There´s one on page 2.
I know the fingers are red because the light behind them shines through, but i think you should tone it down a bit...that light would have to be a lot closer to make ´em look like that.
Really stunning work anyways!