Lookin sweet! I need to try some armor one of these days.
I recently forced myself to learn xnormal because my computer/maya/max couldn't handle my high res mesh. I found great success with it. I recommend giving it a try. Even AO's are easy in there. Although they take some tweaking ...have a look around for tutorials before you even start.
thanks for all the comments. i did some work on his textures over the weekend. its all still wip, especially as you go down to his feet so i didn't even show them. hopefully i can finish this beast next weekend. these are all screencaps from 3ds max.
Hi there!
I think the material you have on the visor itself is quite true to the original, and nice!
I'm not quite sold about the skin tho. If you really want to make it *this* green, maybe the blood color should reflect that (or the other way around). If you have red blood/pink epiderma this should show through the skin, and at the moment that one green hue looks very opaque...
Yep I agree with Pior, I love the look of the metal, but the green skin seems a bit off to me - I always thought visor had more pale, yellowish skin. If you lighten up the green and let the blood colour tint it a bit more towards red, I think it will be better.
Also then you could maybe push the metal diffuse a bit darker and get some nice light/dark contrast between the flesh and the metal. Currently it's all very similar brightness values.
At the moment my main piece of advice would be to try and get as much "large" contrasty areas as possible, since the normalmap has so much fine detail, if there isn't much brightness contrast then I fear the whole piece will end up looking really busy and hard to "read".
I agree with the others, nice metal not so nice skin, would be nice if it looked more alive and less flat and dead. The orange on the armour also looks really pale, like it used to be a nice colour but faded in the sun, I reckon go for a more saturated colour and get more contrast in there. Its gonna be really cool when its done
yeah his skin is really basic right now, mostly a flat color, ao, an overlay, and the beginning of where the bloody bloody bits will be. thanks for the original skin odium, i'm definitely off on his skin color visor always reminded me of frankenstein, so that made me think of him as green.
i'm sure his skin would've turned more brownish yellow as i continued working on him, but its cool to get feedback from you guys to help steer me in that direction quicker.
looking good dude! i'd up the spec on the skin, it definitely shouldn't be as shiny as metal, but it should still have some slight glossy stuff going on. and yeah all you really need at this point is to get some grunge on the armor and skin and then i think some color variation on the skin would go a long way
I've done some more texture work on this guy, and i think i'm gonna call it done. crits are alway cool though.
i brought him into unreal 3 as a static mesh and created a pretty basic material. i'm a ue3 noob. i kind of doubt i'll actually make this into a playable character, i want to get back to my dominance war model and finish it.
My gut reaction was to puke because of the sheer awesomeness.
I loved this from the beginning but I didn't think you'd pull the texture work off as well as this.
... FUCK!
You even managed to get the classic q3 rustic metal in there.
One thing I would change is the pinky/purple veins, I'd go for a dull blue. The gold metal pieces on the fingers comes off as a lil "bling" to me also, I would've tried for the rusty metal with a careful blood pass on the tips.
Individual details look good, and you got Visor's look down pretty damn well, but I think you may have gone overboard on details on the torso, mainly the shoulder pads and chest plate. It's incredibly busy, and I just have a hard time keeping focus on it. My eyes really do not know where to land, and that's just plain weird and, as far as I'm concerned, not good. I think the diffuse helped to break up the details into more manageable chunks (as far as my eyes are concerned), but it still strains my eyes to train them on a specific part of the torso.
Arms are swell past the shoulder pads as well, although I don't know about the color change on his fingers, plus the fingers just seem too big. Can't imagine him firing a gun like that, can't really imagine him even bending his fingers more than 10 degrees at each joint. I think that spike sort of thing you got on the elbow there looks great, too.
Good looking still, don't get me wrong. Torso just seems too noisy. I think you pulled off the mask really nicely, and the legs are really awesome looking (for legs). Not sure I dig the lights on his chest, but it may just be that they're too glowy/bright.
Also, I'd be interested in seeing the texture maps if you can post them.
That is awesome man. Your texture work came out real nice just as well as your hi-res model. Makes me wanna make an UT3 character too.
My only crit would be that the blood right now looks a bit too saturated and not as real dried blood. Or if some areas of the blood was still fresh, I would try and add some more spec there in the spec map.
Also if the butt area where it is metal could be retopoed and made into a separate piece, may make it better for animating purpose, if I suppose you were to take it into UT3 as a playable character.
Replies
Ace work Spitty! Glad to see an update.
I recently forced myself to learn xnormal because my computer/maya/max couldn't handle my high res mesh. I found great success with it. I recommend giving it a try. Even AO's are easy in there. Although they take some tweaking ...have a look around for tutorials before you even start.
I think the material you have on the visor itself is quite true to the original, and nice!
I'm not quite sold about the skin tho. If you really want to make it *this* green, maybe the blood color should reflect that (or the other way around). If you have red blood/pink epiderma this should show through the skin, and at the moment that one green hue looks very opaque...
Also then you could maybe push the metal diffuse a bit darker and get some nice light/dark contrast between the flesh and the metal. Currently it's all very similar brightness values.
At the moment my main piece of advice would be to try and get as much "large" contrasty areas as possible, since the normalmap has so much fine detail, if there isn't much brightness contrast then I fear the whole piece will end up looking really busy and hard to "read".
Impressive work though, keep it up.
Hard to tell exactly what Scott was going for with the arms.
http://data.earthli.com/quake/images/warriors/p_visor.jpg
i'm sure his skin would've turned more brownish yellow as i continued working on him, but its cool to get feedback from you guys to help steer me in that direction quicker.
i brought him into unreal 3 as a static mesh and created a pretty basic material. i'm a ue3 noob. i kind of doubt i'll actually make this into a playable character, i want to get back to my dominance war model and finish it.
here are some screen caps from unreal ed..
here's an animated gif turn around
click me
I loved this from the beginning but I didn't think you'd pull the texture work off as well as this.
... FUCK!
You even managed to get the classic q3 rustic metal in there.
One thing I would change is the pinky/purple veins, I'd go for a dull blue. The gold metal pieces on the fingers comes off as a lil "bling" to me also, I would've tried for the rusty metal with a careful blood pass on the tips.
You have to make this a custom UT3 character sir.
yes, this is unbelievable work! This must be brought into UT3! (even though it feels like we're cheating on the latest id software engine)
Lol, but seriosly thats freaking amazing.
Strange how a quake3 character feets so well in unreal univerese our days
Congrats!
PS: Its possible show the texture maps? will be very useful for some people
Arms are swell past the shoulder pads as well, although I don't know about the color change on his fingers, plus the fingers just seem too big. Can't imagine him firing a gun like that, can't really imagine him even bending his fingers more than 10 degrees at each joint. I think that spike sort of thing you got on the elbow there looks great, too.
Good looking still, don't get me wrong. Torso just seems too noisy. I think you pulled off the mask really nicely, and the legs are really awesome looking (for legs). Not sure I dig the lights on his chest, but it may just be that they're too glowy/bright.
Also, I'd be interested in seeing the texture maps if you can post them.
My only crit would be that the blood right now looks a bit too saturated and not as real dried blood. Or if some areas of the blood was still fresh, I would try and add some more spec there in the spec map.
Also if the butt area where it is metal could be retopoed and made into a separate piece, may make it better for animating purpose, if I suppose you were to take it into UT3 as a playable character.
Awesome stuff!