Hi guys,
Here's a WIP of a character for my portfolio, c&c are very welcome. He's is an action/RPG hero(Inspired by some titles like assassin's creed, diablo, etc.)
technical stuff: Ill be normal mapping him once hi res is complete. Base Mesh lays at 6.5 k for now but is very likely to change.
Ill use 2 x 2048 textures.
concept:
base mesh:
current state of the model: 8505 tris with weapon and case
Replies
Small update:
hi res mesh is near completion, Ill tweak the head and arms a bit.... then I should be done, of course do not hesistate to make suggestion or crits, I need them to push this guy.
thanks in advance,
Very good, although
I put a basic diffuse and put a bit of spec in max
heres what the warrior look like atm:
Heres a 1st pass with the spec mask.
I revisited the proportions, changed some aspects of the face in zbrush, and I have started with the diff/spec maps.
...a dirt pass and detailing pass should help making this look less like 3d.
If anyone happens to know a bit about Roboblitz or unreal 3.0 (materials and rendering) I need some help creating the eyeball setup and skin shaders in the engine.
Thanks
I cant say im done but I gave at least a hard push on the textures, here whats it looks like atm.
Ill be on the hair case soon... *GULP*
After a pass of textures, some proportions tweaks and some GI :
"a la assassin's creed"
-Buddikaman-
any weapon ideas or refs would be super helpful.
sawed off shotty would be cool. Or if you wanted melee a big rusted version of the red monkey wrench here.
http://www.nmri.go.jp/eng/khirata/metalwork/others/pipe/fig06_big.jpg
Could you render on a darker background next time? I feel like the contrast is sucking away all of your darker details . Its either the background or the lighting.
Spark
as for the lighting, heres a render with a darker BG and default 3dsmax lighting. I admit ill have to work on that for the final presentation.
Spark: Thanks for the comment & tips!! I put more poly into the boots but I ve just realized I forgot to work the arms, Ill work on that before I call it final.
Here's an update, I have a few skinning issues to fix and some material effects to add.
a better pose:
wires:
flats:
ok well, heres a near final. maybe I should push it further but Ill have to let the model rest for a while. (and myself in the same occasion)
a turnaround: (800 kb)
http://www.mediafire.com/?3gzttbhtjex
I hope you like it.
The boots are possibly the weakest part of the model in my opinion. I hate feet so i can understand that being a weak point. Its my weakness too. Also the definition on the normal map for the arms seems to be a little lacking. Might want to work on those two things on the next piece.
Otherwise like i said great job. He's a character to be proud of.