leviathan: thanks, i will have to think about what the character has gone thru like battles and so forth and put the appropriate details after
novakaine: thanks! right now its really high poly, which is great for a portfolio and i will be making a low poly pretty soon just as soon as i make the proper diffuse and shader details.
I'm loving the facial textures and structure there, she has some really steeley eyes.Just one thing that doesn't fit well for me and that's the square things either side of the stomach. I did a quick paintover, hope you don't mind...
I like it a lot, I guess the only thing that bothers me is that there is like 3 different shades of red, I think it would read better if they were all the same in color.
the lack of shadows makes the images/model seem flat, id say add some baked ambient occlusion and do a better render. this model could look a lot better with just a bit more time spent setting up the render.
I'm loving the facial textures and structure there, she has some really steeley eyes.Just one thing that doesn't fit well for me and that's the square things either side of the stomach. I did a quick paintover, hope you don't mind...
Thats really cool and all, but now the stomach doesnt match the flexi parts of the model. if you look, theres a bit of a theme or motif going on. but thanks for the paint over tho. and i kinda dont like the discoloration. just something about it....
I like it a lot, I guess the only thing that bothers me is that there is like 3 different shades of red, I think it would read better if they were all the same in color.
yeah that red is ..... grumpy, i use the same red throughout my palette and it doesnt render the same so i gotta think of something else to do for them
Otherwise, this is turning out pretty amazing.
the lack of shadows makes the images/model seem flat, id say add some baked ambient occlusion and do a better render. this model could look a lot better with just a bit more time spent setting up the render.
yep you are right about that sir, everything is blending together too much: geometry and textures. i am currently making AO bakes for them as we speak...err..type
Like everyone said, AO bake would help a ton in selling the piece. Right now there's too much contrast in the different shades of red which makes it harder to read, and on top of it all the color of the face doesn't read well with the shades of red you picked for the armor. I personally really liked GCMP's color changes, it reads well, especially with the face. The chest changes are debate-able, but I like his paintover more tbh
wow, it's really coming along. nice in my opinion, the main problem is that the render right now is very flat.
get some reference of some really nice renders you like and play with it a bit maybe?? try and do a super high contrast render with one or two lights and comp that one and this one together in photoshop so you can play with it perhaps..
just my 2 cents.
this is pretty cool man! if you can make this render look awesome then it'll be quite the piece. i had a friend at relic who could polish a fucking turd and it would look awesome.
That looks great, really reminding me of a female Grey Fox. Is she going to have a sword too lol.
Things to improve hmm it looks as if she is just floating, not on her tiptoes in the pose she's in. Glowing parts look good, but doesn't look like their illuminating the surrounding area. It's all nitpicking though, I really like the design and hope you do make a low poly!
I'm not sure if any these will work. if you do find a way of getting rid of the seams, i would be curious to what it is because I have a model too that has seams down the middle.
i used 3ds max to generate my normal maps, and theres a symmetry right down the middle
the lo poly symmetry over the high res geometry is exactly right down the middle where the symmetry should be. i heard that the unreal editor gets rid of that seam. but theres gotta be a way to do it in 3ds max.
Hm, im not sure how it would work in max, but generally mirrored uvs and normalmaps are a matter of ocult rather than science. In unreal engine 3, you cant mirror 50/50, but slightly over the center line to get it working. Hopefully someone else on here will have a solution for max.
That would be the one, hey gene i saw this chick walkin my street last night bout 3 am. That face shield got night vision?
yeah i know her too, irl! shes a weirdo, and the visor should have UV, infrared, its own ozone layer, heat vision, freeze beam, floodlights and xray vision to the point she cant see past underwears
I like the previous render more, this is really too dark and dull in my opinion, as said she needs a little more contrast to bring out the texture and forms.
I think you may have begun to overwork it. The texture is really noisy in some places. I think everyone agrees that the geometry is pretty solid, but IMO you need to do something else with this texture, it is very dull and is muddying up all the details.
Also, what is that line running down her boobs? Is that a scratch, if so I don't see how that would occur.
I think you may have begun to overwork it. The texture is really noisy in some places. I think everyone agrees that the geometry is pretty solid, but IMO you need to do something else with this texture, it is very dull and is muddying up all the details.
Also, what is that line running down her boobs? Is that a scratch, if so I don't see how that would occur.
wow you are correct actually. i just realized i HAVE overworked it, cuz it was lacking in SOMETHING. so i added too much crep. it might be the fact that there are too many solid colors in it or something with the specularity... i just cant quite put my finger on it. that scratch will disappear too. theres supposed to be a separation down the boob but i'll tone it down.
The most recent render of this makes it look like she has a layer of slime over her armor, somehow you lost the clean look of her armor. I like the the previous render I just think it needed to be brightened up a bit to read better, since all the colors were a bit dark.
I agree with Tim, the face is done. The falloff you seem to have on the silhouette for the armor is to much. It would def. be there but in the last render its too much. Do you have your texture for the armor set up in layers to where you can adjust colors to test some dif. lights and darks since everything seems to be blending slightly? also tiny thing. Maybe the edges on the leg armor should stand out a little more. That might cure the blending issue at least on the legs the upper body looks pritty solid.
yeah me too, thats kinda why i made it, but i seems that bioware really skimped on the texturing cuz of the many variants of armor. and mine has symmetry, which is not necessarily a good thing. but next time i make a char, it wont have the sym
Replies
novakaine: thanks! right now its really high poly, which is great for a portfolio and i will be making a low poly pretty soon just as soon as i make the proper diffuse and shader details.
theres a clearer version
let me know what you think, thanks
Otherwise, this is turning out pretty amazing.
Thats really cool and all, but now the stomach doesnt match the flexi parts of the model. if you look, theres a bit of a theme or motif going on. but thanks for the paint over tho. and i kinda dont like the discoloration. just something about it....
yep you are right about that sir, everything is blending together too much: geometry and textures. i am currently making AO bakes for them as we speak...err..type
thanks everyone for the nuggets of knowledge
get some reference of some really nice renders you like and play with it a bit maybe?? try and do a super high contrast render with one or two lights and comp that one and this one together in photoshop so you can play with it perhaps..
just my 2 cents.
this is pretty cool man! if you can make this render look awesome then it'll be quite the piece. i had a friend at relic who could polish a fucking turd and it would look awesome.
what else could be improved on? man i really wanna make a low poly out of this now
Things to improve hmm it looks as if she is just floating, not on her tiptoes in the pose she's in. Glowing parts look good, but doesn't look like their illuminating the surrounding area. It's all nitpicking though, I really like the design and hope you do make a low poly!
Really sexy work.
the helmet is a bit of a bother so i'll do that tonight
c&c
3dsmax really renders out normal maps suckily...
could anyone enlighten me as to why this happens?
do you bake just from one half and then mirror it?
http://wiki.polycount.net/Normal_Map scroll down until you find the shaders for eliminating seams
http://boards.polycount.net/showthread.php?t=51088
here's another method
I'm not sure if any these will work. if you do find a way of getting rid of the seams, i would be curious to what it is because I have a model too that has seams down the middle.
the lo poly symmetry over the high res geometry is exactly right down the middle where the symmetry should be. i heard that the unreal editor gets rid of that seam. but theres gotta be a way to do it in 3ds max.
yeah i know her too, irl! shes a weirdo, and the visor should have UV, infrared, its own ozone layer, heat vision, freeze beam, floodlights and xray vision to the point she cant see past underwears
Also, what is that line running down her boobs? Is that a scratch, if so I don't see how that would occur.
I wish the armor looked this amazing in Mass Effect.