Lookin nice spacemonkey, I saw you say it is still wip///But I think that the arms for one reason or another are appearing really white compared to the face..They could use a lot more colors, purples and things, and maybe just an overall more tan look. You are probly still hashing those out tho...
REally inspiring stuff here though, as usual. Keep at it
Vig - no the hair doesnt have bump, I still havent done any more on it yet.. Its one of the things I'm leaving till the end..but the cigar will quite fittingly be the final thing !
Renaud Galand , yeah I wanted him to be quite different from the original but still recognisible I hope. I am leaning away from undead ish, he was so washed out in that early pic
tremulant I still havent done anything to the arms yet other than throwing some splats on them. The flesh will be fun to do so I am saving it for after all the inorganics.. which I find a bit tedious tbh!
Ged ut3? nah, maybe gears
Miguelito , yeah maybe when he's done. I still have lots of texture work to grind through first
MoP - doc_rob damn! heh, unfortunately I think I've been a little too messy with the mesh and normal map etc to feel comfortable releasing it as an sdk.. as the sdk implies that its planned for community usage. See how I feel when its done.
EarthQuake - I'm doing max scanline renders. I occasionally view in the gears editor but prefer the speed of texture loading that max provides.
{scumworks} who needs elbow protection? This guy is so tough he doesnt even wear a jock strap
Wow..... that looks just amazing Spacemonkey. I know you're not finished, but the only thing I would say is that his skin color is a bit flat. Touch and polish that up more and thats it. Also maybe some emissive maps somewhere on his armor would add a nice touch. Great job!
even if i´m realy realy bored by these ut3-stylo models.. i like the way its done.. it looks like it could realy work.. and i can hardly find bad spots
nice one
oh btw.. i think the reason why he don´t have a jockstrap is bc ... there is nothing to protect...
read ... "tremulant I still havent done anything to the arms yet other than throwing some splats on them. The flesh will be fun to do so I am saving it for after all the inorganics.. which I find a bit tedious tbh!"
execution is perfect. Well, Tim, sorry, but design of his armor is just boring. a lot of cloned parts there! and silhoette is second of it. For real, i understand, that he was done in ut3/gow style, but i think you can see that too, silhoette is very uninteresting.
model and textures just on top level.
Nice work Spacemonkey. I do have a crit for you thou . I think there's some anatomy issues with him. If you where to remove all his armour I think he would have abit of a strange body. if you look at it, his neck would be quite long or his biceps are to low on his arms I think. Also his waiste looks abit to narrow. As I say try to look at him without the armour and it'll make sence. I dont know how you work, but maybe an initial basic full body would be benefical then place the armour over the top. Rather than maybe model an arm to armour and a head and piece it together like that. you might have already done this, so i'll stop talking. Great amount of work you have in this thread and details. Keep it up!
conte totally aware of your point about the silhouette but I disagree about the armour. There is repetition without cloning to create a consistency of the design. I wanted to ensure it felt like it belonged to him and wasn't all random parts. So once decided on certain design elements that I liked and recreated them as appropriate thought out the model. Some areas turned out better than others but the effect works.
digitalprogress, I agree there are issues and the best way to resolve them is at the very start of the work. Still I'm happy with him and will be glad to finish him and I will be taking greater care ensure I can avoid making them in a the future. Thanks for posting and welcome to the forum ;D
Personally, I would like it if you got a bit closer to the likeness of the original q3 sarge, right now he looks a bit younger and not as much of a hard-ass. Maybe a bit of white facial hair/stubble, and a slightly more pronounced frown? I don't know, just a thought. Other than that its close to perfect
He's quite pale. While it appears to be consistant with the original model, I wonder whether giving him a bit more of a ruddy skin tone in the face might make him look more like someone who's spent a lot of time out under the elements.
Final image is really nice. my only slight crit that the armour plates on the thigh might have looked better if they were not quite so thin.
perhaps a little green/blue tinge to the veins also.
very nice overall. love the spec on the chest armour and the head is spot on.
Is the cigar textured, it looks totally black?
I dunno if its something you are aware of, but is his right eye misplaced? Right now it looks as tho his right eye is looking to the direction to his right while his left eye is looking straight forward. I agree with pliang, his skin should look more scarred and dirty.
thanks for the encouragement and feedback! Lots of you guys picked up on stuff I was doing and some of you inspired me to push it a little more
Ruz - yeah the legs are flat in the low poly.. as poop pointed out in another thread I should have used some geo to define them. In hindsight I totally agree
Jimmies_the_squirrel - I've thought about making Duke Nukem, but I need to do something a little less super macho now.. hopefully. Maybe later in the year
conte your words are very much appreciated you have a good eye for art!
So after I killed my dominance war character last year in the texture stage I wanted to challenge myself to overcome some of the same problems. I wanted to create a high detailed model with busy armour but this time make a texture that wouldn't fight against the detail or be too jarring to the eye. I learned a lot making this guy so I want to share some of that with the forum so if anyone has questions about the process feel free to ask.
ok, Tim.
1. have you handmodelled all of armor parts in high res model? if that's sub-d mesh, can you show wireframe please?
2. I would totally like to see texture flats.
lovely metal btw, very cool.
Just one thing, his white hair doesn't look natural. It looks like hes got ginger re-growth and dies it white. Maybe if you turn the hair that is closest to his skull at the top a darker/browner colour it will look like shadow and not ginger regrowth. And if his hair is white you'd think his stubble would be, though I don't know how well it would read, but it might be worth a try.
PS. Id love to hear more about the creation of this guy and what you have learned, tutorial pleeez!
yeah the skin looks soo much better now. I wanna ask tho, what is that black line on his left arm between his shoulderpad and biceps? Doesnt read well on what that is... I also agree on the hair. Also, looks like its got kind of a purplish hue to it instead of grey/white. Anyway, solid stuff!
question: did you bake all your normals? or did you use zmapper at all?
Cool work man,Texture feel old school WIN!, Pretty generic design, but well executed. Nice job man. Id love a closer look at the face, I want to see whats up with is normal eye, he look retarted ahahaha, but that could be different from closer......... DIG IT!
great materials and upper body, but I don't think you lower body fits. It's much runder and bigger, like the upper body of a heavy machinegunner, while the upper body looks much lighter. The silouhett is really "soft", some hard deffinishions would help.
I made some changes (don't have a wacom at the moment )
conte - yeah the metal was subd I will do a wire frame shot, I was meaning to do that already !
Asmuel, SHEPEIRO - damnit, I wanted it to look like it was receding a little (thinning)! guess I painted too saturated a red in there
clee101 - he has a tight black band around his arm. Kind of a remembrance for his fallen comrades.
BoBo_the_seal thanks man
b1ll - haha yeah the eyes a bit goofy. I have worked on it a little, but the lid is too heavy on the top and the eyes slant down a bit too much at the corners.. I wanted to capture a squinted look in the sculpt but its given me problems
katzeimsack - thanks for the paint over. I do agree the waist narrows a little too much thats something I might tweak out of the low poly a litte .. but I want to avoif distorting things. Not so sure about the sharper edges on the boots but I definitely think I could have made the silhouette more interesting. The thigh parts also I should have made jut out on the low poly (hindsight)
killingpeople - added more stubble, might need a final tweak and I'll check the forehead mesh tweak tomorrow ! thanks
damn man... just... damn... tell me theres alot of photosourcing?
how do you go about making a texture this detailed?
skills for texturing ALWAYS elude me... lol.. i figre if i know the workflow of others, i might be able to mix and match to get one which wrks for me lol.
Really stunning stuff, Tim. This has progressed really well as have your skills. Your stuff just keeps getting better and better, really inspiring!
I'll definitely be looking forward to your Dom War entry this year after seeing your recent work.
Replies
REally inspiring stuff here though, as usual. Keep at it
his left hand glove thingy looks sweet
Vig - no the hair doesnt have bump, I still havent done any more on it yet.. Its one of the things I'm leaving till the end..but the cigar will quite fittingly be the final thing !
Renaud Galand , yeah I wanted him to be quite different from the original but still recognisible I hope. I am leaning away from undead ish, he was so washed out in that early pic
tremulant I still havent done anything to the arms yet other than throwing some splats on them. The flesh will be fun to do so I am saving it for after all the inorganics.. which I find a bit tedious tbh!
Ged ut3? nah, maybe gears
Miguelito , yeah maybe when he's done. I still have lots of texture work to grind through first
MoP - doc_rob damn! heh, unfortunately I think I've been a little too messy with the mesh and normal map etc to feel comfortable releasing it as an sdk.. as the sdk implies that its planned for community usage. See how I feel when its done.
EarthQuake - I'm doing max scanline renders. I occasionally view in the gears editor but prefer the speed of texture loading that max provides.
{scumworks} who needs elbow protection? This guy is so tough he doesnt even wear a jock strap
- BoBo
nice one
oh btw.. i think the reason why he don´t have a jockstrap is bc ... there is nothing to protect...
eeeeeeeeeeeeeeeeeeet
model and textures just on top level.
Nice work Spacemonkey. I do have a crit for you thou . I think there's some anatomy issues with him. If you where to remove all his armour I think he would have abit of a strange body. if you look at it, his neck would be quite long or his biceps are to low on his arms I think. Also his waiste looks abit to narrow. As I say try to look at him without the armour and it'll make sence. I dont know how you work, but maybe an initial basic full body would be benefical then place the armour over the top. Rather than maybe model an arm to armour and a head and piece it together like that. you might have already done this, so i'll stop talking. Great amount of work you have in this thread and details. Keep it up!
thanks for the comments and crits guys
conte totally aware of your point about the silhouette but I disagree about the armour. There is repetition without cloning to create a consistency of the design. I wanted to ensure it felt like it belonged to him and wasn't all random parts. So once decided on certain design elements that I liked and recreated them as appropriate thought out the model. Some areas turned out better than others but the effect works.
digitalprogress, I agree there are issues and the best way to resolve them is at the very start of the work. Still I'm happy with him and will be glad to finish him and I will be taking greater care ensure I can avoid making them in a the future. Thanks for posting and welcome to the forum ;D
Personally, I would like it if you got a bit closer to the likeness of the original q3 sarge, right now he looks a bit younger and not as much of a hard-ass. Maybe a bit of white facial hair/stubble, and a slightly more pronounced frown? I don't know, just a thought. Other than that its close to perfect
Its lovely work regardless, Spacemonkey.
perhaps a little green/blue tinge to the veins also.
very nice overall. love the spec on the chest armour and the head is spot on.
Is the cigar textured, it looks totally black?
(Cool stuff Tim )
what pliang said. i had the impulse to add some grime to his skin.
Infact spacemonkey i'd love to see you make a duke
well done.
thanks for the encouragement and feedback! Lots of you guys picked up on stuff I was doing and some of you inspired me to push it a little more
Ruz - yeah the legs are flat in the low poly.. as poop pointed out in another thread I should have used some geo to define them. In hindsight I totally agree
Jimmies_the_squirrel - I've thought about making Duke Nukem, but I need to do something a little less super macho now.. hopefully. Maybe later in the year
conte your words are very much appreciated you have a good eye for art!
So after I killed my dominance war character last year in the texture stage I wanted to challenge myself to overcome some of the same problems. I wanted to create a high detailed model with busy armour but this time make a texture that wouldn't fight against the detail or be too jarring to the eye. I learned a lot making this guy so I want to share some of that with the forum so if anyone has questions about the process feel free to ask.
1. have you handmodelled all of armor parts in high res model? if that's sub-d mesh, can you show wireframe please?
2. I would totally like to see texture flats.
lovely metal btw, very cool.
Just one thing, his white hair doesn't look natural. It looks like hes got ginger re-growth and dies it white. Maybe if you turn the hair that is closest to his skull at the top a darker/browner colour it will look like shadow and not ginger regrowth. And if his hair is white you'd think his stubble would be, though I don't know how well it would read, but it might be worth a try.
PS. Id love to hear more about the creation of this guy and what you have learned, tutorial pleeez!
question: did you bake all your normals? or did you use zmapper at all?
- BoBo
I made some changes (don't have a wacom at the moment )
great work
conte - yeah the metal was subd I will do a wire frame shot, I was meaning to do that already !
Asmuel, SHEPEIRO - damnit, I wanted it to look like it was receding a little (thinning)! guess I painted too saturated a red in there
clee101 - he has a tight black band around his arm. Kind of a remembrance for his fallen comrades.
BoBo_the_seal thanks man
b1ll - haha yeah the eyes a bit goofy. I have worked on it a little, but the lid is too heavy on the top and the eyes slant down a bit too much at the corners.. I wanted to capture a squinted look in the sculpt but its given me problems
katzeimsack - thanks for the paint over. I do agree the waist narrows a little too much thats something I might tweak out of the low poly a litte .. but I want to avoif distorting things. Not so sure about the sharper edges on the boots but I definitely think I could have made the silhouette more interesting. The thigh parts also I should have made jut out on the low poly (hindsight)
killingpeople - added more stubble, might need a final tweak and I'll check the forehead mesh tweak tomorrow ! thanks
DH_ thanks man!
..aw go on.. please?
how do you go about making a texture this detailed?
skills for texturing ALWAYS elude me... lol.. i figre if i know the workflow of others, i might be able to mix and match to get one which wrks for me lol.
top notch stuff man, as always
I'll definitely be looking forward to your Dom War entry this year after seeing your recent work.
-caseyjones