It's hard to make out a lot of the forms within the silhouette because there's not much variation in the texture. It's almost all the same value and color. Some darker or more colorful accents to provide some contrast around the edges of the armor plates could make it more readable, and also break it up visually and give it some rhythm. It looks like the AO map is doing some of this as it is, but you could push it further with more variation in the diffuse map.
Also, relatedly, right now it has a lot of high frequency detail all over, but not much in the medium range. The sword, for example, gets lost where it crosses over the body because of this.
It's hard to make out a lot of the forms within the silhouette because there's not much variation in the texture. It's almost all the same value and color. Some darker or more colorful accents to provide some contrast around the edges of the armor plates could make it more readable, and also break it up visually and give it some rhythm. It looks like the AO map is doing some of this as it is, but you could push it further with more variation in the diffuse map.
Also, relatedly, right now it has a lot of high frequency detail all over, but not much in the medium range. The sword, for example, gets lost where it crosses over the body because of this.
exactly what i was gonna say, only put more beautifully :P. :thumbup:
hmmmm... The issue i've been struggling with this model as far as texture is the variation. If it becomes too varied in my diffuse map, it stops looking like a heavy metal alloy, and starts looking like a rock.
I'm sorry, I completely failed to introduce myself properly. I'm Brandon, and I'm a former student who has taken two of spark's character modeling classes.
I'm going to work on this environment, from the start. Feel free to chime in anytime.
Replies
Also, relatedly, right now it has a lot of high frequency detail all over, but not much in the medium range. The sword, for example, gets lost where it crosses over the body because of this.
hmmmm... The issue i've been struggling with this model as far as texture is the variation. If it becomes too varied in my diffuse map, it stops looking like a heavy metal alloy, and starts looking like a rock.
I'm going to work on this environment, from the start. Feel free to chime in anytime.