it seems like the normals are baked in already. in that case, you dont need to add reinforced edges into your lower res model since the normals should have that already.
i think you still need to work on your high poly, if you have one and start sculpting interesting changes of topology on it (big wrinkles- small wrinkles, tight wrinkles-loose wrinkles, etc).
Yeah this is the low poly version with normal maps baked on which were created in zbrush. I agree the highpoly work is still very rough and ill get back to work on adding in the subtle details etc
small update too, worked on a few more of the props while i've had a bit of free time
cheers for the comments so far, the head definitely looks large making him a bit of a midget but i think thats more to do with the camera lens i used to render through. here's a front view of the model, seems to look a bit more in proportion ?
Are you doing a specular map for him? Because right now he looks like he is made of plastic. Also I think the diffuse and normals can be pushed a lot further.
You should post your texture sheets to give us a better idea, but it seems that you need more color variation in the diffuse, and the normals could use quite a bit of detail in terms of the various surface qualities. For example, folds in the clothing, more hard and soft edges, wear and tear etc.
It looks like a good start, but what will really make this character come together are the subtle point.
Replies
it looks like it has normals baked already..
anyway, interesting character u have there, any concept or refs we could look at?
i think you still need to work on your high poly, if you have one and start sculpting interesting changes of topology on it (big wrinkles- small wrinkles, tight wrinkles-loose wrinkles, etc).
good work, keep it up
http://mythicmktg.fileburst.com/war/us/home/images/conceptart/0507_CA_04.jpg
Yeah this is the low poly version with normal maps baked on which were created in zbrush. I agree the highpoly work is still very rough and ill get back to work on adding in the subtle details etc
small update too, worked on a few more of the props while i've had a bit of free time
Scott petty
Environment Artist
BioWare Austin
Are you doing a specular map for him? Because right now he looks like he is made of plastic. Also I think the diffuse and normals can be pushed a lot further.
You should post your texture sheets to give us a better idea, but it seems that you need more color variation in the diffuse, and the normals could use quite a bit of detail in terms of the various surface qualities. For example, folds in the clothing, more hard and soft edges, wear and tear etc.
It looks like a good start, but what will really make this character come together are the subtle point.