hey all.. long time since i posted.. haven't done any personal work since DWIII.. so here's a little guy some may remember... from one of my favorite games of all time... still needs work tho.. i'm gonna paint up a spek map as well as rig him.. i'm also gonna try some things post production wise w/ his soul reaver.. the glowie sword that gets wrapped around his arm.. crits more than welcome.. peace
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The detailing on the texture looks quite good. I would look into adding a bit more color variation into the texture, though. And I wouldn't be afraid to throw in a little more grit and grime into the texture as well. Right now he's looking a bit more stylized than he does in the games. Don't forget that Raziel comes from a very dark and brooding series. I noticed the veins you put on his tattered wings...nice touch.
Maybe add a little more variation in the thickness of his limbs as well. Thicken his forearms and calves, and make his elbows and knees skinier. Don't forget that this guy is supposed to be near-skeletal, so he's going to be really thin where there usually isn't much muscle.
I can't quite tell what is going on with his hair in the back. I'd either leave it short in the back, or have his scarf-thingie cover the hair. (as opposed the hair overlapping the scarf) Probably just a clipping issue you need to work on.
when i get home from work i'll put up some profile shots w/ some wireframes..
my intentions w/ the hair, however, were to have it flow out a little bit.. a little stylistic touch.. one thing i missed last night (and i blame the clock for turning 1 am) was to throw a little alpha in the hair to break up the strands at the end.. make the hair a bit tuffed.. and yeah.. i know there's a little clipping going on there.. hopefully it will look all right after i have him rigged an posed.. otherwise it will probably be best to just have the hair be covered like you said..
thanks for the crits
It's not some special technique or a paint effect, it's just the fact that those textures are low-res. Also, to have low-res textures display crisp and pixely, you can just disable texure filtering in Max.
- Make one finger longer then the other.
- Dig up some muscle ref, the spine needs to look more spinal from the back,
- It needs to be thicker and look more like vacuum sealed abs in the front.
- The texture is kind of noisy.
- Personally I would make the legs 5 sided cylinders with the flat edge at the back of the leg. The way it is now, the back of the knee has a good chance of poking through the front when it bends. With a flat edge that is less likely to happen.
- The front of the knee might need 1-2 more loops to help hold its shape when its bent.
Keep at it, I think you could have something here
i was wondering about that today as i started the beginning stages of his rig.. i'm trying to keep it fairly low poly, but if you say that will make the rig work better, i will take you up on it.. my goal initially was 1k.. but it didnt quite work out.. and i guess it doesnt really matter any more in this case.. the major goal of this project was to work on my texturing as well as build a solid rig... i'm learning some things about controllers and other advanced animation techniques because i'm pretty much a baby to it...
anyways.. here's an update to his texture.. i needed more color variation and a bit more grit
I recall he was more sickly green back in the day than blue, great stuff man.
I wouldn't be able to guess that the poly count is as low as it is with the way you have textured it, well done.