Hey guys, ive been working on a model and texture but i've got to the stage where im struggling with what I could do next (regarding texture detail).
On the first image is two models, one with just the smoothing group applied and the second with the normal map applied.
On the left of the second image is the self illuminated diffuse model and on the right is the same model but with the normal map from the sculpt (at the moment I havnt run any of the diffuse map through nv filter yet for extra normal detail and the specular map is just the normal map so its not a representation of the final product).
Replies
Final tri count - 5450.
Programs used: 3D Max 9, Photoshop CS3, Mudbox, NVfilter.
first off, the texturing is very good, but I think the spec may be a bit high in places, ie- the highlights seem strong on the shoulders, could be the lighting. the spec for the red and black parts are different colors, but the grayscale values are too close, I think you should make one darker, so they pop a bit more, and seem like different materials. The uv layout of the character seems a bit loose, but it looks good, so just try to tighten it up more next time, and i think the eyes have WAY too much texture space.
what i really think needs improvement is the head. i think the proportions are off, and the texture could use a lot if work. you should look around at other's work and try to learn from them. some links for head proportions-
http://underdog.dreamcomics.com/images/faces.jpg
http://www.learning-to-see.co.uk/images/head-proportions-half.jpg
character ref-
http://www.t3h-v.com/folio/corum.html
the body is grade A awesome, fit for any game IMO, and if you can get the head to that level you are in business. hope i helped, keep at it!
I think his cheekbones might be a bit low and his head my be a bit too round. This is totally a personal preference, but heroic people tend to have chiseled features, not round ones.
I don't think the gloves match the rest of the character very well. His wrists also seem a bit on the thin side.
I like from the knees down and his shoulders/chest area a lot. Good Job
-Woog
The hands look kinda tacked on because the forearm muscles end abruptly. they should flow into the hand. the shape of the arm in the regular T pose is quite off - they look unnaturally bent backwards. I'm thinking this is because of the reference you used, the model might not have been in an ideal pose - just a guess of course.
the ass is looking quite bulbous at this point - again I think it's because of the meshflow. to better capture the form, as with any protrusion on the body, the loops should flow around to capture the shape with polys efficiently.
Overall, very nicely done. There's no question you have the technical skills to pull off a rad looking character. Just need to practice anatomy abit more. Great stuff! Thanks for sharing!
The book that im after currently is:
Anatomy for the Artist by Sarah Simblat.
If anyone has any other recommendations, im all ears.
Thanks again for all your feedback.
cool concept too
-Woog