Hello again!
I'm back with a new model (finally) and I was hoping to get some crits on textures. This is a head concept built and textured entirely in ZBrush 3.1 for a class. The idea is that we start off with a really basic mesh and do all the concept work and sculpting in ZBrush (a method for which I'm not too particular, but oh well, it's the assignment-- I'm making the best of it). I started with a horse(ish) head and ended up with this freak of nature:
I know there are areas of the texture I need to work on (eyes and mouth, in particular) but do you guys have any suggestions for making it look cooler texture-wise? I'm also curious what you all think of the furled snout-- since it's not quite horse/not quite bull, I was kind of struggling with the anatomy of the snarl, especially with the lips being sewn together along the sides (studied a lot of lions and dog snarls for reference).
If I like the final product enough, I may go back and finish up with a body, but for now I need to get the head finished for the assignment. Once I'm done texturing I'm going to retopologize and normal map it.
Any crits or comments are welcomed, as always.
Replies
My main suggestion is in your color palette. I dont think they're working together right now. So I've made a quick image for you to consider:
Otherwise more variation in your skin texture might help your cause.
One question, though: how do you come up with such a color palette? I'd imagine you used a color picker in Photoshop or something and adjusted all the colors to within range? I've never actually made a palette for textures before.
They are both sculpted from the same base-mesh, poly-painted in ZBrush 3.1.
Honestly, I never had the chance to make the changes to the evil head that were suggested to me. I am grateful and wanted to make the changes, but I've had very little time and was already behind on the project when I started the thread.
Thanks for the suggestions, guys!
On a side note, do you think it wise to post these on my portfolio? They aren't normal mapped or anything, they aren't necessarily game models (at all, actually). I just figured they be good to show some range in modeling, and some hi-poly skills. Suggestions?