Whoa, what happened to all the nice colours around his legs?
The whole thing's gone a bit noisy. The diffuse looks too dark and desaturated, and the specular seems like it's all white lines... do you have any colour in your specular map?
I much preferred the more saturated flesh from the earlier one too.
You did remove more of the painted "light and shade" from the earlier diffuse, but it looks like you took most of the large contrasting values and saturations from it too, which I think has hurt the piece overall.
Maybe overlay the old map at 50% on top of this one and then it'll be ok
If you could let us know what you did different that would be great, because to me its like night and day. You can still push it further though, I think it could use a little more color.
I agree with mop. At least put it on a bit of a lighter background so you can see some more details. A lot is getting lost right now because it blends in to the background.
Thanks for the feedback. I think, my monitors brightness might be set too high. I tested the image on a couple other screens and it does look really dark on them. I'll try to fix what I can today. I will try bumping up the ambient
I really can see the improvement here, man ! It's really less cartoon this way. You could try to detach the character a bit more from the Background though (by making the BG brighter). I've to agree with MoP on some points here. I'd try to come back with some colors here and there (if you don't want to add them in the diffuse, try with colored key,fill and back light, instead ), right now, the black shadows and the white highlights is making the whole piece a bit too desaturated. Also, try to fix the aliasing. I know, aliasing = game art, but in your case it doesn't really help to read the piece.
As a final point (and if you have energy/time of course ), I'd try to work a bit more on the specular map. Like MoP said, adding some color information to it would definitely help. Also, I can see some dirt on the metal, but the amount of specularity is the same everywhere (it's maybe due to the lighting, don't know).
Anyways, keep up the good work and all the best for the final tweaking day !
I think there's a bit too much noise/gook/splatter texture in certain parts. As people have said it's kind of distracting from the form. In general it's an awesome job getting that greasy/worn metal look - really excellent especially on the upper thigh armor near the hips where the black metal is scratched away. As for the skin, I prefer it like you have it now, so I think that's a preference thing - not one is better than the other, so it's really up to you decide. I think it would be interesting to try what Mop said and mix the old texture in at 50%, although I do prefer this direction in general more. As for the darkness thing, I think it just needs more of a noticeable fill light. Although, my monitor is on the darker side. Good luck finishing him up.
I have two n00bish questions. Maybe I'm just tired. But I can't even find the link to submit my images. And, I don't know how to change my thumbnail on the Dom War site. Anyone willing to help a brother out?
This is insane. Looks really good. I think the green glow from the mask is a little messed up though. I think it would look better if it was confined to staying inside the mask and not outside.
Welp, I survived my first (and only) dominance war! Wow, it was way harder and more time consuming than I thought it would be coming into it. I tip my hat to all the people who entered last year and came back for this year's war too. You guys are hardcore!
Here's my final submissions, I just finished uploading a few minutes ago
Plenty of flaws, but oh well Just plain ran out of time. Best of luck to the rest of the polycounters, there's a lot of strong competition out there but I think we will end up with a pretty solid lineup as a team, so you never know
To everyone who provided me with feedback, crits or encouragement, thank you!
Now I can finally have my free time (and sleep time) back
It's spectacular, man. Just so impressive and, in this brother's opinion, among the top two or three entries I've found. I really do think you could win! After a nap, I hope you change you mind and participate again next year -- this is the kind of work that makes the War worth watching!
sweet! i really like the changes you did to the color scheme. it's still polycount, but not as crazy green as before. very strong finish! i'm sure you'll get into the top 10
Awesome stuff! Congrats to finishing! Good luck! Your concept is awesome btw, and you have the modeling skills to accurately portray your art, that is something you dont see very often!
Great job man! I think you were able to get the same kind of quality in your diffuse as your normal map, which says a lot. I can't wait to see what place they give you. You would have my vote for 1st on poly count.
Yeah, i hope this places really well too! Definately one of my favorites all boards combined, the idea of having two bodies merged into one is just priceless to me. And like the others have said, the idea is rendered very well . Best of luck on the judging.
Great model, really fun Design. One of the best normal maps I have ever seen! Holy Crap what did you bake your normals in?? Your stuff always inspires me man.
Sorry for the long break, been taking some time off from the computer :P
Asmuel,
Thanks! I have been
Shinja,
Thanks man! Even top 50 would be a great accomplishment
kary,
Thanks!
jeramy79,
Thanks I appreciate it Maybe more that I am insane for biting off more than I could chew
vahl,
Thanks yours is one of my favs - great work!
Monstagon,
Thank you, I'm glad you like it! As for next year, it is a year away after all, so who knows maybe by then I will forget the hard aspects of the comp and only remember the good stuff
Spark,
Thanks man, your work turned out great, I have all your highpoly sculpting saved to my HD now
jbrophy,
Thanks man, was fun keeping up with you throughout the comp
rollin,
Thanks.. Your work had some of the best polish to it of all the entries I've seen definitely the quality I want to strive toward for a finished product. Awesome stuff!
corrosion,
Thanks!
Japhir,
Thanks
Bal,
Thanks man! I don't know - it's a pretty flimsy blade, I think I knocked it together in a couple hours on the second to last day
fightpunch,
Thanks man
b1ll,
Unfortunately I think the plain normal mapped version was the highpoint of the process, from there things went downhill a bit. Learned something along the way though. Thanks
RedRepublik,
Thanks man, I also really liked your piece. Great work. I think I've learned I need to figure out my colors beforehand, instead of doing a monochromatic concept cause I'm too lazy to figure it out early on.
Firecracker197,
Thanks, I'm glad you like it, it was my first drawing in about 4 years. I never really do 2d work so it was challenging for me
BradMyers82,
Thanks man, but I think there are many other more deserving entries
wizo,
Thanks I'm glad you like the idea
dem,
Thanks! Appreciate it
georgemancer,
Thanks man
Josh_Singh,
Thanks I baked in 3dsmax 9. The shots were normal map + ambient occlusion. Great work on your entry, one of my favorites for sure
JesseMoody,
Thanks!
mvelasquez,
Thank you!
I also just wanted to add that the winning pose shot I posted on the previous page is not the one getting judged in the contest. I like that one more and it's the one I'm going to keep on my website (color corrections and whatnot), but the contest submission winning pose is a straight screengrab including alpha'd out planes for the text and BG
And a video of that shot in the viewport if anyone wants to check it out. You will probably need the latest Quicktime though
I have a full resolution available on request if anyone wants it. its about 90 megs though
Last thing,
Some people had asked if I could type some stuff up after the contest. What specifically would you like? How to set up a normal + ambient occlusion bake?
What specifically would you like? How to set up a normal + ambient occlusion bake?
I think that was what people wanted to see (I know I would).. and maybe talk about your lighting setup to display your normal map ... as that could be one of the major reasons it looked really good (among the bake etc)
I agree with LampRabbit. But most importantly to me, I wanted to see how you set up your shader so you could see the ambient occlusion, normals ect. and the lights affecting it real time.
Replies
The whole thing's gone a bit noisy. The diffuse looks too dark and desaturated, and the specular seems like it's all white lines... do you have any colour in your specular map?
I much preferred the more saturated flesh from the earlier one too.
You did remove more of the painted "light and shade" from the earlier diffuse, but it looks like you took most of the large contrasting values and saturations from it too, which I think has hurt the piece overall.
Maybe overlay the old map at 50% on top of this one and then it'll be ok
If you could let us know what you did different that would be great, because to me its like night and day. You can still push it further though, I think it could use a little more color.
Thanks for the feedback. I think, my monitors brightness might be set too high. I tested the image on a couple other screens and it does look really dark on them. I'll try to fix what I can today. I will try bumping up the ambient
and the overall scratch stuff has to be less attractiv as the main-shapes.. atm both are at the same level
finishiiiiing
As a final point (and if you have energy/time of course ), I'd try to work a bit more on the specular map. Like MoP said, adding some color information to it would definitely help. Also, I can see some dirt on the metal, but the amount of specularity is the same everywhere (it's maybe due to the lighting, don't know).
Anyways, keep up the good work and all the best for the final tweaking day !
Thanks, I'm still working on it..
I have two n00bish questions. Maybe I'm just tired. But I can't even find the link to submit my images. And, I don't know how to change my thumbnail on the Dom War site. Anyone willing to help a brother out?
Though after seeing the comments I checked it on my second monitor (CRT that's not nearly as bright as my main LCD), and it's definitely a bit dark.
Here's my final submissions, I just finished uploading a few minutes ago
Plenty of flaws, but oh well Just plain ran out of time. Best of luck to the rest of the polycounters, there's a lot of strong competition out there but I think we will end up with a pretty solid lineup as a team, so you never know
To everyone who provided me with feedback, crits or encouragement, thank you!
Now I can finally have my free time (and sleep time) back
Peace!
Now go do something relaxing
It's spectacular, man. Just so impressive and, in this brother's opinion, among the top two or three entries I've found. I really do think you could win! After a nap, I hope you change you mind and participate again next year -- this is the kind of work that makes the War worth watching!
M
Spark
The detail work is amazing.
Wish you the best on this entry!
Good luck with the contest. This piece surely deserves something.
Asmuel,
Thanks! I have been
Shinja,
Thanks man! Even top 50 would be a great accomplishment
kary,
Thanks!
jeramy79,
Thanks I appreciate it Maybe more that I am insane for biting off more than I could chew
vahl,
Thanks yours is one of my favs - great work!
Monstagon,
Thank you, I'm glad you like it! As for next year, it is a year away after all, so who knows maybe by then I will forget the hard aspects of the comp and only remember the good stuff
Spark,
Thanks man, your work turned out great, I have all your highpoly sculpting saved to my HD now
jbrophy,
Thanks man, was fun keeping up with you throughout the comp
rollin,
Thanks.. Your work had some of the best polish to it of all the entries I've seen definitely the quality I want to strive toward for a finished product. Awesome stuff!
corrosion,
Thanks!
Japhir,
Thanks
Bal,
Thanks man! I don't know - it's a pretty flimsy blade, I think I knocked it together in a couple hours on the second to last day
fightpunch,
Thanks man
b1ll,
Unfortunately I think the plain normal mapped version was the highpoint of the process, from there things went downhill a bit. Learned something along the way though. Thanks
RedRepublik,
Thanks man, I also really liked your piece. Great work. I think I've learned I need to figure out my colors beforehand, instead of doing a monochromatic concept cause I'm too lazy to figure it out early on.
Firecracker197,
Thanks, I'm glad you like it, it was my first drawing in about 4 years. I never really do 2d work so it was challenging for me
BradMyers82,
Thanks man, but I think there are many other more deserving entries
wizo,
Thanks I'm glad you like the idea
dem,
Thanks! Appreciate it
georgemancer,
Thanks man
Josh_Singh,
Thanks I baked in 3dsmax 9. The shots were normal map + ambient occlusion. Great work on your entry, one of my favorites for sure
JesseMoody,
Thanks!
mvelasquez,
Thank you!
I also just wanted to add that the winning pose shot I posted on the previous page is not the one getting judged in the contest. I like that one more and it's the one I'm going to keep on my website (color corrections and whatnot), but the contest submission winning pose is a straight screengrab including alpha'd out planes for the text and BG
And a video of that shot in the viewport if anyone wants to check it out. You will probably need the latest Quicktime though
http://www.jeremygritton.com/wip/gregorViewportVid.zip
I have a full resolution available on request if anyone wants it. its about 90 megs though
Last thing,
Some people had asked if I could type some stuff up after the contest. What specifically would you like? How to set up a normal + ambient occlusion bake?
I think that was what people wanted to see (I know I would).. and maybe talk about your lighting setup to display your normal map ... as that could be one of the major reasons it looked really good (among the bake etc)
thx