Yeah the concept isn't my favourite either, but that's some awesome sculpting though. The head is especially nice. I think the shield needs a border, like in the concept. The cloth also needs to be straight, at the moment it's bending a bit. The belt also needs to be a bit thicker and higher up.
I'm looking forward to more art!
Looks great so far man. I would work on the leg joints a bit more and stress the gap on the back sides of the 'knees'. They barely look like they could bend too far at the moment and generally just don't look convincing as functional joints. Sweet sculpting as usual.
The execution of this model is very good, I agree about the legs though. They look more like bamboo or something of that sort rather than insect legs with bendable joints. Also I think it might look better if you gave him an abdomin, it looks kinda funny how the torso/thorax just stops and legs pop out.
looks cool man, can't wait to see it in its full normalmapped glory
I was thinking about doing a model from one of the guildwars concepts, so much cool stuff in there
thx Jaco, i'll do my best on texturing =0
Vahl, they have really tough concepts. Nope, didn't tried it=) but i have a client with 10 free hours of playing haha=)
Thats looking really nice, conte. You seem to have packed a good amount of detail into your normal @ 512x512. I'm also looking forward to seeing it textured. Are you going to make him a weapon too?
as tim said, the amount of normals detail you're getting on that model is pretty impressive for the resolution
Currently your Text0r sux, get movin
Might be better to go for the colour scheme in the concept or atleast have his eyes a different colour, I can see them blending into his face too easily.
here's a starterz
only diffuse at this point, couldn't get the spec to work yet :?
i generally have no idea what i'm doing as this is a first attempt at ""next-gen"". only half way thru so far askhat told me to turn on self-illumination. like hello??
so any kind of techy suggestions and all that i could use some, or whatnot
yeah, colors is very nice as i alredy said, shotty.
i think black color on cloth at his back too visible, try to use dark red or dark brown there.
also on shield, look on normals- it's different than on your texture there, you breaking shapes.
keep on!
gonna be putting my computer into storage tomorrow so no updates until i settle back in israel. this isn't much of an update anyway, but what the hell. im REALLY not sure here if im over rendering things or not. and what does the hight map do? many questions yet to be explored..
nice one shot, ok, now, i think you could try to use some photos of crabs over it. Keep in mind that they are shiny guys, i mean specular will made it very sexy.
Sekneox, because light objects does have light shadows, and dark shadows have dark.
you should know that. i mean, in real world, your white t-shirt do have black shadows? or maybe you lighting it with omnis to get fullbright?
Look on models from Oblivion , they do have pretty nice and realistic lighting method.
Self/illumination or light ambient color- result is one.
whatever, let's stop the flood.
Yah i know this is offtopic spam but i have to answer...
Well in reality my shirt doesn't have self illumination, the shadows are getting brightened by indirect illumination and other light sources, so either the light of another lightsource will lighten up the shadows or the bounced light will, but not the object itself lightens up the shadows.
You could even give the shadow more transparency but giving the object selfillumination will always flatten your normalmaps. I Mean every pixel in a diffuse map that isn't perfect gray will wash out normalmap details, you should not increase the flattening with self illumation.
hey conte, i like how this is turning out. I think what could really push the realism to another level would be to add some subtle ambient occlusion to your diffuse map.
the saturation level for his clothing (armour plate , cloth, and inner shirt) are really close.. making those colours blend with each other such that there is almost no tonal contrast between the armour part and the cloth (you can try desaturating the shots you posted and see if this makes sense)
imho,tonal contrast can really help bring more balance to a design in terms of colours.
johny: i think it looks better with spec level on (i remember conte telling me to do it too), it peels off a layer of shinyness. maybe it's just max renders...?
dom: i made a stronger and more widespread OCC and updated the shots above with it. it does make things more pronounced, although i wouldn't say it's 'another level' of realism. did i miss anything? here's how it looks:
about the contrast-- i agree with you, basically, but i think there is a sufficient contrast both in value and saturation between the various materials; not extremely so, but pretty visible. as a sand creature nothing should be pushed over the top since he is covered with sand and dust.
Replies
I'm looking forward to more art!
Awesome work!
MasteroftheOrcs
umm, that kind of abdomen is bad?
i'll change that shitty flat front armor pad, i swear
I was thinking about doing a model from one of the guildwars concepts, so much cool stuff in there
do you play the game ?
Vahl, they have really tough concepts. Nope, didn't tried it=) but i have a client with 10 free hours of playing haha=)
experimenting, he'll be different i think. but here we go
Currently your Text0r sux, get movin
Might be better to go for the colour scheme in the concept or atleast have his eyes a different colour, I can see them blending into his face too easily.
looks awesome
only diffuse at this point, couldn't get the spec to work yet :?
i generally have no idea what i'm doing as this is a first attempt at ""next-gen"". only half way thru so far askhat told me to turn on self-illumination. like hello??
so any kind of techy suggestions and all that i could use some, or whatnot
cool mesh
i think black color on cloth at his back too visible, try to use dark red or dark brown there.
also on shield, look on normals- it's different than on your texture there, you breaking shapes.
keep on!
What's the world coming to!!
Colour scheme is lookin mighty appealing.
WHERE'S YOURS ASSHAT!?
that sculpting is wicked, realy nice man !
SHOTGUN : POW !
I'm looking forward to updates...
gonna be putting my computer into storage tomorrow so no updates until i settle back in israel. this isn't much of an update anyway, but what the hell. im REALLY not sure here if im over rendering things or not. and what does the hight map do? many questions yet to be explored..
make it 100!=)
(material editor)
As it is right now I don't think we're seeing any of the normal map.
make it 20-30%
you should know that. i mean, in real world, your white t-shirt do have black shadows? or maybe you lighting it with omnis to get fullbright?
Look on models from Oblivion , they do have pretty nice and realistic lighting method.
Self/illumination or light ambient color- result is one.
whatever, let's stop the flood.
Well in reality my shirt doesn't have self illumination, the shadows are getting brightened by indirect illumination and other light sources, so either the light of another lightsource will lighten up the shadows or the bounced light will, but not the object itself lightens up the shadows.
You could even give the shadow more transparency but giving the object selfillumination will always flatten your normalmaps. I Mean every pixel in a diffuse map that isn't perfect gray will wash out normalmap details, you should not increase the flattening with self illumation.
but thats just my opinion
he can use self illumination(but not so hard, yeah) in the work stage, to see textures better though.
full for res texs here are the diffuse, hightmap and specular. you can view the normal/wire in the previous page.
the metal plate on the front is temp. i'm especially looking forward to hear technical input related to texture setup and rendering.
thanks a lot to all those who helped
the saturation level for his clothing (armour plate , cloth, and inner shirt) are really close.. making those colours blend with each other such that there is almost no tonal contrast between the armour part and the cloth (you can try desaturating the shots you posted and see if this makes sense)
imho,tonal contrast can really help bring more balance to a design in terms of colours.
dom: i made a stronger and more widespread OCC and updated the shots above with it. it does make things more pronounced, although i wouldn't say it's 'another level' of realism. did i miss anything? here's how it looks:
about the contrast-- i agree with you, basically, but i think there is a sufficient contrast both in value and saturation between the various materials; not extremely so, but pretty visible. as a sand creature nothing should be pushed over the top since he is covered with sand and dust.