Character I'm working on that is budgeted at 1200 polygons. Body is normal mapped. Wings are wip being normal mapped.
Not yet diffuse(RGB color) mapped.
Texture size: 512^2
Here's the concept:
Wireframe:
WIP Render:
Any suggestions or critiques would be appreciated.
Replies
Better?
I took one last look at the wireframe, you might want to think about adding in just a little bit more facial structure, at the least a simple nose and brow. That plus the normal map would really make it pop. And kudos to you for doin a character with hair. It can be a tricky thing to go about at first, that's why you see so many baldies
I would add more zbrush detail but since this is for a class I'm limited to a 512^2 map. I'll definately take the facial structure crit so that its not completely flat from a side view. If all is good after that, I'll begin texturing.
Also, Question. Can someone tell me why my high quality rendering viewport gives off this skewed look in maya? I'm usually a 3ds max user so some of these things are odd to me. Additionally, is there a skylight (light tracer) or advanced lighting equivalent in maya?