I'm new to the forum but have been working in the game industry for a while. I wanted to work on something on the side and decided on an Undead Kight. All the armor was done in Max. The cloth and face were done in Zbrush 2. Textures were done in Photoshop of course. Comments are more than welcome.
Undead Knight Video
By the way, I work at TimeGate Studios and our recruiter just told me that she has posted jobs in the job section.
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cant relly see the specular however, maybe you could go to lighten it up on the darker metal with maybe some orange-yellow or blueish hues?
The transition from spike to shoulder pad seems a little jarring, could maybe go for some additional detail there, of either an indentation, bolts, extra metal buildup, solder, gunk+goo, etc.
Are you multiplying the nomral map at all in your material? it looks a little washed out. do you have it set to Normal map compression, SRGB off, and min max set to 1/-1? At any rate, the normals could use a little boosting, unless its solely scene lighting (are you using a skylight + spots?).
for the diffuse on the face, i think you could go for a little tonal variation, specifically in the cheeks, and maybe some detaily textural stuff like cracked, dried skin, scabby stuff around the cuts, dry caked areas under eyes and lips, etc.
the straps on the arms are cool, but they're getting lost in the fabric under the armor. pop some bright blue in the specular there (assuming its leather), will really make those straps shine (just besure to knock out the cracks with black)
cool design.
Awesome stuff though.
If I were to change anything, it'd be the face. It looks great on it's own, but the face looks very stylized, and his expression is a bit jovial, which doesn't seem to fit with the overall theme. I suppose this is ultimately a style choice, but those are my two cents.
Keep posting, man. I'm looking forward to seeing more of your work, and we need some more industry vets around here.
I think your texture for the body looks a little blurry especially the white scratches. They dont have a very sharp metal scratch look to them. They're also pretty evenly distributed. Its fine to outline some of the main forms with edging but you need some random scratches in there and some random lack of scratches. Right now it just looks too intentional.
The base texture for the metal is also a little too even. It'd help to work in a different tone or metal where the surface is kind of broad and exposed and have it transition to another tone in the deeper areas.
Anyways, its a neat model, but i agree with whats been said about the skin in his face. I'd recommend pushing it more towards either wrinkled and dried up, or bruised/rotten flesh.