I saw this earlier but didnt know what to say heh:D. But I like it alot:) The body is superb modelled in my opinion:)
Looks great:) Keep it up:) The comments will come.
Lots of posts,now im happy
this keeps me going on...enought talking,here's where i'm at.
Still have to model the coat and sword.This should be fun hehe.
Still,im affraid of the moment i will have to uvmap and texture him....
Btw polycount is at 6000 tris,i'll see how it goes once complete,then optimize a bit.
Really apprisciate the comments and crits.keep em comming.
It would also help to see some perspective shots so that we can get a feel for the overall shape.
Like motives said, the boots are kinda weird--try widening the toe part a bit, or shrinking the arch part some to give the foot a more natural feel. Feet are never perfectly straight like the way you have it
Other than that it looks great. Perhaps a close-up of the head with smoothing on though? Johnny's face is notoriously difficult to model (tho I've never tried ).
Better on the boots. That neck creeps me out though--the muscles are popping out too much and gives the illusion that it's getting bigger the higher it gets. A quick google yields a pic that shows a more cylindrical shape:
you are on track for a nice looking character man. There's something slightly off about the likness in the face but i dont have time to reference and figure it out. it'll be more apparent when you start painting. But yeah, you let me know when you figure out why the rum is gone alright?
Sorry for the squashed screenshot,sometimes lightwave messes up the viewport..i didnt notice until now lol
here's the real one,7341 tris with coat,6375 without
with coat:
yeah feet r too small, other than that, it's pretty cool.
One thing i REALLY hate about the model though (like really dislike) is the fact that it reminds me of the end of Dead Man's Chest.... (argh!). lol, in case that was confusing, ur model is perfectly fine. can't wait to see it in its high-poly glory!
make it good mate! since the model being good will allow u to acquire that which you wished to acquire: the making of the portfolio of yours better than that which it was before this model made it better........ savvy?
fixed the feet,i think and also uv mapping is done yay
OMG indian_boy...i feel lost eheheh
Btw guys,i just got my new hp pavillion dv9220us
i am sooooo happy.lol
Updates later
yeah tnx,i'll fix those folds after i nm all of it.
Well now only sword is missing,also i need to clean up the nm in photoshop since i got some small errors.Hope you like
Refine refine refine! This texture still needs hella love. I see a resemblance, but I am certain you can take this further just giving it more time. Your texture is currently letting down your model.
Suggestions:
- His eyes aren't shinny enough. The whites are too white, use a very light flesh color instead of stark white. Don't forget to draw very subtle shadows on the eye ball to help blend it. It might be a separate piece on the UV layout but it is behind and under flaps of skin that do cast shadows.
- The muscles in his neck (sternocleidomastoid I think) are as bulbous as a body builders and Mr Depp while a striking lead isn't that body type.
- The likeness is good, but the face/chin seems a bit long and are throwing off the likeness just a bit.
Lastly the hat.
- Stretching and mirroring on the hat needs to be fixed.
- The hat material is more of an dark, dirty, well oiled leather. Not so rough, needs to be darker, and have a bit of shine to it.
- The shape of the hat is off, the points are not long enough and I think you are missing out on how those types of hats are made. It is a normal round hat kind of like a sun hat but with 3 points pinned up. It looks kind of like this from the top.
Only thing thats wrong is a good lighting setup. ATM its looking more "Kreed" than next gen, i.e. normals are looking black instead of lit, which really destroys the model.
Other than that, crits:
#I'll go with the hands being a bit strange, although again this may be because of the odd lighting setup.
#The jacket in general is UV'ed bad, real bad, almost like its not even half the resolution of the original mesh? The buttons are all over the place, and the sleaves at the bottom seem blurred.
# The specular could do with more work. ATM it looks like hes just got some kind of uniform filter on him. The specular is pretty much as important if not more so than the local map and deserves to be worked on more.
# The face... I just cant put my finger on it, its not him, but its not not him...?
Good job though, you really got him down well. But as I said, a decent lighting setup and a better spec map will make this come alive.
Odium,thanks for the constructive crits!I decided to redo the texture wich is why the coat looks bad,its not the uv though and im posting back as soon as i get some new updates.Thanks again.
Could you show us diffuse?
I think you maybe think normal map can can do everythings... (my english can maybe shock someones one this sentence <_<)
(I add I'm not real fan of this nextgen shader...eccept sometimes...)
Your model remember one Kingdom Heart Model... But they only use Diffuse channel and they "rox"...
It can maybe help you, good luck! http://www.gamekult.com/pic/blog/75274_3.jpg
Replies
lol
anyway for the interested,some progress
Its looking really nice so far. No crits Looking forward to seeing if you can pull off his crazy ass hair all textured up.
oh and... keep it up!
you made my day lol
Looks great:) Keep it up:) The comments will come.
and... keep it up
Keep it up!
this keeps me going on...enought talking,here's where i'm at.
Still have to model the coat and sword.This should be fun hehe.
Still,im affraid of the moment i will have to uvmap and texture him....
Btw polycount is at 6000 tris,i'll see how it goes once complete,then optimize a bit.
Really apprisciate the comments and crits.keep em comming.
Like motives said, the boots are kinda weird--try widening the toe part a bit, or shrinking the arch part some to give the foot a more natural feel. Feet are never perfectly straight like the way you have it
Other than that it looks great. Perhaps a close-up of the head with smoothing on though? Johnny's face is notoriously difficult to model (tho I've never tried ).
tnx,i'll fix the neck right now
Enought with that,now onto coat and rum
here's the real one,7341 tris with coat,6375 without
with coat:
without coat:
Enjoy.Im uvmapping now,next high poly...
only crits :
I don't feel his feet ( too small for me).
One thing i REALLY hate about the model though (like really dislike) is the fact that it reminds me of the end of Dead Man's Chest.... (argh!). lol, in case that was confusing, ur model is perfectly fine. can't wait to see it in its high-poly glory!
make it good mate! since the model being good will allow u to acquire that which you wished to acquire: the making of the portfolio of yours better than that which it was before this model made it better........ savvy?
*srry, i had to do that*
OMG indian_boy...i feel lost eheheh
Btw guys,i just got my new hp pavillion dv9220us
i am sooooo happy.lol
Updates later
Well now only sword is missing,also i need to clean up the nm in photoshop since i got some small errors.Hope you like
Forgot to mention that he has a high spec value,because im using a simple white image,havent touched that.
coldwolf,i'll try to tone them down in the model,maybe that will help
Suggestions:
- His eyes aren't shinny enough. The whites are too white, use a very light flesh color instead of stark white. Don't forget to draw very subtle shadows on the eye ball to help blend it. It might be a separate piece on the UV layout but it is behind and under flaps of skin that do cast shadows.
- The muscles in his neck (sternocleidomastoid I think) are as bulbous as a body builders and Mr Depp while a striking lead isn't that body type.
- The likeness is good, but the face/chin seems a bit long and are throwing off the likeness just a bit.
Lastly the hat.
- Stretching and mirroring on the hat needs to be fixed.
- The hat material is more of an dark, dirty, well oiled leather. Not so rough, needs to be darker, and have a bit of shine to it.
- The shape of the hat is off, the points are not long enough and I think you are missing out on how those types of hats are made. It is a normal round hat kind of like a sun hat but with 3 points pinned up. It looks kind of like this from the top.
Ref
Paint over
The Flintlock gun is not yet textured.
Great model mate! Though I gotta second the crit about his fingers, they appear a bit too bony. For future reference I guess
Cheers
Other than that, crits:
#I'll go with the hands being a bit strange, although again this may be because of the odd lighting setup.
#The jacket in general is UV'ed bad, real bad, almost like its not even half the resolution of the original mesh? The buttons are all over the place, and the sleaves at the bottom seem blurred.
# The specular could do with more work. ATM it looks like hes just got some kind of uniform filter on him. The specular is pretty much as important if not more so than the local map and deserves to be worked on more.
# The face... I just cant put my finger on it, its not him, but its not not him...?
Good job though, you really got him down well. But as I said, a decent lighting setup and a better spec map will make this come alive.
far from done though
working on him some more.
I think you maybe think normal map can can do everythings... (my english can maybe shock someones one this sentence <_<)
(I add I'm not real fan of this nextgen shader...eccept sometimes...)
Your model remember one Kingdom Heart Model... But they only use Diffuse channel and they "rox"...
It can maybe help you, good luck!
http://www.gamekult.com/pic/blog/75274_3.jpg