also i don't get why everyone keeps on using color in their specular maps for everything. i thought that's the way to recreate the look of metal or silk.
you need to observe how "specularity" in everything you see. not all things reflect white light (its actually the sky or a certain light source). b&w spec maps give off that plastic look and sometimes metal. colored spec maps adds vibrancy to the overall material of the model. like Mashru's Hellboy, look at specularity of it. its blue, slightly. adds more life to it than a white spec.
also i don't get why everyone keeps on using color in their specular maps for everything. i thought that's the way to recreate the look of metal or silk.
It depends. If you want to have a certain effect on the model based more on lighting and the angle from which you're viewing, than a static diffuse texture, then the specular map is the place to put it.
Colors influence it in that, the closer to inverse you have the specular map to the color/diffuse map, the more neutral the reflected color will be (I'm assuming this is because rgb is an additive system, and the two completely opposite colors will somehow add up to 255, which is white)
Usually when you're trying to depict human skin, e.g. caucasian, you put down the opposite color (a blueish hue) so that there's a white-ish reflected color on the skin.
I found out alot about it just by looking at other artists spec maps, and seeing the effects they created on the model. Splash damage also has an explanation on it. http://wiki.splashdamage.com/index.php/Specular_Maps
Tony Vegas UPDATE Added Normal map to lopoly model.Added Hat.Total Tri count is 3160 (yet to add eyelashes).
2 Normal Maps,1 2048 and 1 1024.
Onto the Texturing now,then spec and finally alphas to recreate strands for the hair planes.
Empty: I really like that character! The head looks a little strange, but I'm not sure. Love the armor design and everything, it'll be cool to see where you take him
Tons going on in that one Empty, very nice. Different not seeing a taper to the waist line, which is sort of a classic for heroic characters, so he's very squat. It looks like you've got a lot of it down now, but longer legs might have been something cool to try is he's a hero. If he's more the grizzled sargent then it is hitting those character notes already to me.
Swizzle, looking more witchy all the time. That kind of eye disorder goes to the heart of creepy very fast. Might try almost colourless lips if she's supposed to be very old.
Very nice Super, has a traditional sculpting pose quality to it. However the arms don't seem like they're really resting on one another, and his belly and groin look like they're melting off of him, I think you need to raise that area up a bit.
did some more updates going to start the fluffy parts tommorrow, wraps and hair are all in ther enicely, put buttons to Still much WIP as you can see
karera:: this is looking really nice, I know its a bit to ask but is it possible to see this guy with a flat gray material of some sort on him, it seems your adding in alot of details (pores and such?) but due to the coloring your doing right now its kinda getting washed out so I cant give a full critique
his leg/ foot from the side view look a bit unusual, hair is another area cant tell it looks like a flat black , but looking good so far!
Replies
you need to observe how "specularity" in everything you see. not all things reflect white light (its actually the sky or a certain light source). b&w spec maps give off that plastic look and sometimes metal. colored spec maps adds vibrancy to the overall material of the model. like Mashru's Hellboy, look at specularity of it. its blue, slightly. adds more life to it than a white spec.
It depends. If you want to have a certain effect on the model based more on lighting and the angle from which you're viewing, than a static diffuse texture, then the specular map is the place to put it.
Colors influence it in that, the closer to inverse you have the specular map to the color/diffuse map, the more neutral the reflected color will be (I'm assuming this is because rgb is an additive system, and the two completely opposite colors will somehow add up to 255, which is white)
Usually when you're trying to depict human skin, e.g. caucasian, you put down the opposite color (a blueish hue) so that there's a white-ish reflected color on the skin.
I found out alot about it just by looking at other artists spec maps, and seeing the effects they created on the model. Splash damage also has an explanation on it.
http://wiki.splashdamage.com/index.php/Specular_Maps
Had to remove the image here too <.<
Gave James Hawkins concept a go :P (www.hawkprey.com)
About 15.5k tri
Maya Hardware
~1.8k tris
gonna tweak the texture some more i think.
sweet! thats a really good looking gun
Rota: Your punisher is awesome. I love the style.
Speed test for the speed modeling thread -
3000 tris
2 Normal Maps,1 2048 and 1 1024.
Onto the Texturing now,then spec and finally alphas to recreate strands for the hair planes.
[IMG][/img]
[IMG][/img]
She's looking great vhal, very nice work dude!
He'll have hair when I am done.
High poly of the staff for this character.
_____
Tons going on in that one Empty, very nice. Different not seeing a taper to the waist line, which is sort of a classic for heroic characters, so he's very squat. It looks like you've got a lot of it down now, but longer legs might have been something cool to try is he's a hero. If he's more the grizzled sargent then it is hitting those character notes already to me.
Swizzle, looking more witchy all the time. That kind of eye disorder goes to the heart of creepy very fast. Might try almost colourless lips if she's supposed to be very old.
wirez
ouh
i c
NEXT next gen *g*
nice modelling!
Well summer is almost over. Time to start on serious work once again. Some random modeling practice again
I might cloth him up and nextgenz him too.
Start of some hand texturing
An MP5K PDW
hand-painted lighting
Also started on the head.
Sweet! thats looking real good
Very nice Super, has a traditional sculpting pose quality to it. However the arms don't seem like they're really resting on one another, and his belly and groin look like they're melting off of him, I think you need to raise that area up a bit.
karera:: this is looking really nice, I know its a bit to ask but is it possible to see this guy with a flat gray material of some sort on him, it seems your adding in alot of details (pores and such?) but due to the coloring your doing right now its kinda getting washed out so I cant give a full critique
his leg/ foot from the side view look a bit unusual, hair is another area cant tell it looks like a flat black , but looking good so far!
scene im working on.
detectives office