Hey I haven't posted in awhile here... shame on me, but I just wanted to show how far I have come with z-brush and modeling chars. I was in the dominance wars competition and really learned allot...aka did horribly
I recently went to the Adapt conference in Montreal which really gave me the drive to finish this piece. Such an amazing city. Here's to hope in find a job in Montreal.
Cheers!(Salut!)
This is final image that I created with the 3d textured model and some Z brush screen grabs.
Looks good, the details are just too bubbly, if that makes sense Everything is overdefined, every part of anatomy looks outlined and inflated. The pants are also too busy, the creases/folds don't make sense. Hope I don't sound harsh, just trying to be helpfull.
Also I'd reccomend posting the actual pics, not links, you'd get more replys that way.
I personally think the detail for a gaming pipeline works very well.
All game assets and characters normal maps have to be over exaggerated to come
across well in a game engine due to the fact that some pipelines, texture maps (normals) are reduced in size to fit within the memory allocation.
jaco made a good point, theres too much over definition going on. the face looks ace, but everything else looks inflated. the shorts wrinkles dont make sense and the shins are just too random. his general physique seems like hes holding his breath for the longest time. but it looks great. just needs some minor tweaks
Replies
Also I'd reccomend posting the actual pics, not links, you'd get more replys that way.
All game assets and characters normal maps have to be over exaggerated to come
across well in a game engine due to the fact that some pipelines, texture maps (normals) are reduced in size to fit within the memory allocation.
Keep it up, and good luck in Montreal!
One thing I might suggest though, you may want to make sure you spell his name correctly (it's wrong on the thread subject and your first screenshot).