I figured id make a new post for this instead of digging up the old one.
I finally got this done during my break. Aside from some alpha sorting issues on the hair, I think im gonna call this done http://www.mvelasquez.com/knight.html
Michael, very nice piece! Very credible. I've been watching this one for some time now, so it's good to see you've finished.
If I had to nitpick, it'd be about the weapon(halberd?) she's holding. It seems to be lacking the same visual punch the rest of the work has. From the looks of it, the spec seems to be duller than her armor. I suppose this depends on the level of decay the weapon has suffered, but it hardly seems to be reflective at all.
As far as the anatomy goes, it looks solid. I'm not sure myself, but one thing that may catch some of the anatomy experts' eyes are the hands. They look a bit beefy. If this is a style choice, no harm there Good work man.
Thankee all!
Sayanora: damn i didnt notice that. her weapon is just as shiny as the armor i guess i wasnt paying attention to it when picking the camera angles. Actually you can kinda see some of the actual spec from the back end on the bottom left shot.
Leedee: thanks! the base of the hair/ponytail was sculpted with mudbox but i ended up doing the separate alpha'd strands with photoshop.
Lesson learned: dont bake in AO on parts that will move during animation. I wasn't thinking about potential poses when texturing but the left shoulder ended up moving a lot more than i expected and exposed a lot of baked shadowing on the green cloth. easy fix though.
Nice work, but...
You need to make a map to tighten up your spec levels. Rite now everything has the same material feel to it. Breaking up things with varied spec tightnesses will help define materials.
Also if the stuff on the armor is supposed to be gold you have a ways to go before that looks rite. The same goes for the bone? parts if thats what they are?
Its good but it need a bit more tweaking in the textures.
The only thing that bugs me is that her mouth looks really flat in both the sense that the corners don't go back into into her head and that the bottom lip looks straight (like it's too meaty in the corners).
Nice work, lots of character and she doesnt have the bimbo in armour suit vibe either. Love the face.
Some cloth folds seem a bit mechanical and it might be good idea to cover all the hair with alpha strips, the ones you have now seem kinda tacked on because you can see where they clip.
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Nice work, but...
You need to make a map to tighten up your spec levels. Rite now everything has the same material feel to it. Breaking up things with varied spec tightnesses will help define materials.
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I had the exact same feeling at first glance. The model and the design itself looks really nice but I'd work on the shaders/materials and on the contrast.
As far as the anatomy goes, it looks solid. I'm not sure myself, but one thing that may catch some of the anatomy experts' eyes are the hands. They look a bit beefy. If this is a style choice, no harm there Good work man.
Dang thats awesome.
I;m not a character artist but when I see works like this one I'm starting to think to do some chars. Lovely jobe. I lvoe the color palette, and , and , and ... all of her.
Pls check the plate on the haunch, it looks a but stronger then rest of the blue plates. Color is a bit stronger then in rest of it and shadow around the shapes on it is a lot more stronger then the other. Of course if U did not make it in purpose.
Great work man. I love how the feet and leg armor in general feels. I'll echo the sentiments that her fingers are a bit too beefy. I'd not only make them more slender, but they could stand to have the knuckles a tad bit more prominent.
In addition to the crit about the metal spec being too similar all over, I think the diffuse map is a bit too similar all over in terms of value. There should probably be at least one material that is DARK and one that is LIGHT and then lots of various shades between. Right now the middle value of all the materials is very similar.
I think her face could stand to be pinked a bit in the shadows, particularly around her jaw and nose. The facial structure itself though is gorgeous.
Really nice, I love the design and style, great feeling of weight and mass too.
Agreed that the fingers seem a little chunky. All the other proportions are fine IMHO.
My main crit with this piece, as has been mentioned by a couple of other people, is that all the values (both diffuse and spec) are lying in the mid range, so all the materials come off very similar - her hair is as shiny as her armour, and the cloth is quite shiny too.
You should really push the contrast in materials - make the cloth spec almost black for most of it, pump up the specular on the metal parts, and get more contrast into the diffuse colours as Poop suggested.
I think with about 30 minutes of tweaking levels/brightness on your textures (provided the layers are set up on a per-material basis as I usually do to save time when it comes to things like this), you could easily double the visual impact this model has.
Nice work though, and good job getting it finished and posed, that's always tough to see a project through so far.
This is a really nice peice! The boots and lower armour really nice and make the character into something unique and visually interesting.
Totally agree with the other's sentiments about the specular values though. Making the cloth less shiny and the metals more shiny and glossy if you have a glossiness map, maybe even with a subtle environment map would really take this character up a notch visually.
thanks!
i agree with the diffuse being to flat with the values ill make the changes accordingly.
Anyone know how to enable a gloss map with a fx. shader?
I put together a .fx shader by saving a standard material with dx display enabled and loading it as a directxshader.
I had a texture in the gloss material slot of the standard material but the fx shader doesnt seem to transfer that over and only shows the gloss as a numerical spinner. I want to control the gloss via a texture not a spinner.
Im trying out Ben Cloward's shaderfx but im still not getting the results im looking for.
Anyone have an answer on this?
dude , you dont need a gloss map to make it pop, just play with the specular, make for example a 100 specular power and 20 glossiness, and just play around with the specular map , imo its the specular that actually makes the materials, wood, metal etc, it all depends on it.
You don't have to use a fx shader all the time, just as long as you can render and see it. Do make a gloss map, and try and stop using the sliders as most games cant so why waste your time. Also make an environment map please, you can view that with the fx shader and it looks sexy!
Finishing things is good but pushing yourself to use advanced materials and finishing things is even better.
i just picked up a new monitor so its hard to tell what looks right to everyone else.
Im just going relative to the last shots i put up.
too light? too dark?
I pushed the values on the diffuse, turned up the spec saturation and added a slight environment map to the armor. Oh i also cleaned up the clipping from the posing.
Nice update! So for the filigree (gold like stuff) what you need is something like this.
And then in the environment map mask make the color a brown/orange color to hue shift the values of the environment map.
You should end up with something like this on the gold. http://tgz3d.com/ring.avi
As for the other sharp parts i still don't know what material you were trying for so i can't help you there.
Looks cool, I think the second looks like an improvement but I would be cautious with the specular. Just because the texture is being used doesn't mean that it should show up on everything. The purple highlights on the straps and a lot of the cloth kind of stand out as making the material look awkward.
I would focus on really making the metals pop with their specular and dull down the cloth a bit. Like make the gold really hot and saturated in it's specular while making it dark and dull (kind of a greyish brown) in it's diffuse so that you get a contrast between it's shadow and highlight, A yellow specular on yellow diffuse doesn't end up looking very interesting. Then what you can do is start painting heavy dirt in some of the cracks and seams of the bluish metal's specular. It doesn't have to necessarily show up in the diffuse but it does help to break up that spec.
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It's a rare sight to behold a female character that doesn't look like a whore.
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Because she looks like a dude. A well designed and attractive dude.
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Somehow I agree... her face looks a bit man'ish on closer inspection. But woman like her probably have a high testosterone level
Interestingly the highpoly version from your website ( http://www.mvelasquez.com/images/knight/mudbox002.jpg ) looks quite a bit more feminine.
i mentioned this the last time you posted her and i tried to slid in the comment in this reposting. i drew it out this time maybe i am seeing things...temporarily cut off the foot and compare where it fits on her forearm. maybe i am wrong, please show me if i am.
Replies
If I had to nitpick, it'd be about the weapon(halberd?) she's holding. It seems to be lacking the same visual punch the rest of the work has. From the looks of it, the spec seems to be duller than her armor. I suppose this depends on the level of decay the weapon has suffered, but it hardly seems to be reflective at all.
As far as the anatomy goes, it looks solid. I'm not sure myself, but one thing that may catch some of the anatomy experts' eyes are the hands. They look a bit beefy. If this is a style choice, no harm there Good work man.
Sayanora: damn i didnt notice that. her weapon is just as shiny as the armor i guess i wasnt paying attention to it when picking the camera angles. Actually you can kinda see some of the actual spec from the back end on the bottom left shot.
Leedee: thanks! the base of the hair/ponytail was sculpted with mudbox but i ended up doing the separate alpha'd strands with photoshop.
Lesson learned: dont bake in AO on parts that will move during animation. I wasn't thinking about potential poses when texturing but the left shoulder ended up moving a lot more than i expected and exposed a lot of baked shadowing on the green cloth. easy fix though.
You need to make a map to tighten up your spec levels. Rite now everything has the same material feel to it. Breaking up things with varied spec tightnesses will help define materials.
Also if the stuff on the armor is supposed to be gold you have a ways to go before that looks rite. The same goes for the bone? parts if thats what they are?
Its good but it need a bit more tweaking in the textures.
The only thing that bugs me is that her mouth looks really flat in both the sense that the corners don't go back into into her head and that the bottom lip looks straight (like it's too meaty in the corners).
Those eyes though...<3
Some cloth folds seem a bit mechanical and it might be good idea to cover all the hair with alpha strips, the ones you have now seem kinda tacked on because you can see where they clip.
Nice work, but...
You need to make a map to tighten up your spec levels. Rite now everything has the same material feel to it. Breaking up things with varied spec tightnesses will help define materials.
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I had the exact same feeling at first glance. The model and the design itself looks really nice but I'd work on the shaders/materials and on the contrast.
Good work anyways !
As far as the anatomy goes, it looks solid. I'm not sure myself, but one thing that may catch some of the anatomy experts' eyes are the hands. They look a bit beefy. If this is a style choice, no harm there Good work man.
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Her right thumb seems a bit short too
Great work!
I;m not a character artist but when I see works like this one I'm starting to think to do some chars. Lovely jobe. I lvoe the color palette, and , and , and ... all of her.
Pls check the plate on the haunch, it looks a but stronger then rest of the blue plates. Color is a bit stronger then in rest of it and shadow around the shapes on it is a lot more stronger then the other. Of course if U did not make it in purpose.
In addition to the crit about the metal spec being too similar all over, I think the diffuse map is a bit too similar all over in terms of value. There should probably be at least one material that is DARK and one that is LIGHT and then lots of various shades between. Right now the middle value of all the materials is very similar.
I think her face could stand to be pinked a bit in the shadows, particularly around her jaw and nose. The facial structure itself though is gorgeous.
Nice work dude, great portfolio piece.
Agreed that the fingers seem a little chunky. All the other proportions are fine IMHO.
My main crit with this piece, as has been mentioned by a couple of other people, is that all the values (both diffuse and spec) are lying in the mid range, so all the materials come off very similar - her hair is as shiny as her armour, and the cloth is quite shiny too.
You should really push the contrast in materials - make the cloth spec almost black for most of it, pump up the specular on the metal parts, and get more contrast into the diffuse colours as Poop suggested.
I think with about 30 minutes of tweaking levels/brightness on your textures (provided the layers are set up on a per-material basis as I usually do to save time when it comes to things like this), you could easily double the visual impact this model has.
Nice work though, and good job getting it finished and posed, that's always tough to see a project through so far.
P.S - i still remember your work from the matrix unplugged
Totally agree with the other's sentiments about the specular values though. Making the cloth less shiny and the metals more shiny and glossy if you have a glossiness map, maybe even with a subtle environment map would really take this character up a notch visually.
- BoBo
i love the colors!
I think you should work on the diffuse and spec a little bit more like others have suggested though.
i agree with the diffuse being to flat with the values ill make the changes accordingly.
Anyone know how to enable a gloss map with a fx. shader?
I put together a .fx shader by saving a standard material with dx display enabled and loading it as a directxshader.
I had a texture in the gloss material slot of the standard material but the fx shader doesnt seem to transfer that over and only shows the gloss as a numerical spinner. I want to control the gloss via a texture not a spinner.
Im trying out Ben Cloward's shaderfx but im still not getting the results im looking for.
Anyone have an answer on this?
keep going man ! and keep us updated please.
Finishing things is good but pushing yourself to use advanced materials and finishing things is even better.
Im just going relative to the last shots i put up.
too light? too dark?
I pushed the values on the diffuse, turned up the spec saturation and added a slight environment map to the armor. Oh i also cleaned up the clipping from the posing.
And then in the environment map mask make the color a brown/orange color to hue shift the values of the environment map.
You should end up with something like this on the gold.
http://tgz3d.com/ring.avi
As for the other sharp parts i still don't know what material you were trying for so i can't help you there.
It's a rare sight to behold a female character that doesn't look like a whore.
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Because she looks like a dude. A well designed and attractive dude.
I would focus on really making the metals pop with their specular and dull down the cloth a bit. Like make the gold really hot and saturated in it's specular while making it dark and dull (kind of a greyish brown) in it's diffuse so that you get a contrast between it's shadow and highlight, A yellow specular on yellow diffuse doesn't end up looking very interesting. Then what you can do is start painting heavy dirt in some of the cracks and seams of the bluish metal's specular. It doesn't have to necessarily show up in the diffuse but it does help to break up that spec.
[ QUOTE ]
It's a rare sight to behold a female character that doesn't look like a whore.
[/ QUOTE ]
Because she looks like a dude. A well designed and attractive dude.
[/ QUOTE ]
Somehow I agree... her face looks a bit man'ish on closer inspection. But woman like her probably have a high testosterone level
Interestingly the highpoly version from your website ( http://www.mvelasquez.com/images/knight/mudbox002.jpg ) looks quite a bit more feminine.
This still looks manish. What did you tweak?
I think it's the strong wide bottom lip that causes it. The shape extends to below the corners of her mouth.
Not a factor in gender, but the eyes appear robotic. Too much shine on the iris, and not enough color. But that depends on your style.
great work otherwise!
she has a small penis apparently.
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