Hey guys! I'm happy to join your forum! I've already tried to post this yesterday, but the thread didn't appeared. So i'm trying one more time:)
This my latest character.
Here is final textured model rendered in scanline 3ds max render.
Looks like it's too much polys for a videogame engine:) Forgive me that:\ I'll make the LODs if you need it ha-ha:)))))))
Textures showcase:
Concept art I did being inspired by Gears Of War
Highpoly model
I did all hard-surface in Softimage XSI and organic parts in Zbrush
Head
Highpoly model with Zbrush pass.
Before I started lowpoly stage I did this quicktest. I turned my model into pixols and add some quick details like dirt and scratches.
Here you can check hires images and 360turnaround renders
http://bulgarov.com/rabagh.html
Hope you guys like it:) Cheers to Polycount!
Replies
aaaaaah checked your site i remember your DW3 entry thats a great piece too...bookmark!
-Woog
and the chin / neckline
My only little complaint is about the specular map. Atm, your whole character (including the armor) seems to have one single material to it. I should play a bit more with that
Anyways, great work !
-Kenny
In this one I felt like you should put some areas for 'relax', where light is not broken into 100 details. When my eye reached the waist, it wanted to rest, and I expected the armor to be more clean. I think your concept paint have this good balance between uber-detailed and cleaner-forms.
Agreeing with the majority of people here, I think your Hi-Poly/Sculpting skills are really fantastic.
However what seems to keep your work from reaching it's full potential is predominantly the texture work. The entire thing almost feels like it's built from concrete rather than a living character, get some contrasting material definition in there and the results will speak for themselves.
However I feel (and the same way I felt about your DW3 character) that the end result is very "noisy", it's hard to find a focus point. The value/colour of the textures is very similar, and there are no real breaks or deviations in the fine detail, so it's quite difficult to know where to look, the eye can't "rest" on it... maybe that was your plan, I don't know?
Also while the silhouette from the side view is awesome, I think the front view is maybe a bit boring in silhouette, it seems like there could be some more "in and out" areas to break up the silhouette into more interesting shapes.
However those are very minor critiques, in general it's great, thanks for posting it here! I saved it to my inspiration folder already
beautiful flesh and nice design !
I totally agree wit mop tho! Go on!
ben
The texturing does feel too noisy and high contrast. I think you could take it a lot further by nuking the darks you have in the diffuse and playing more to a flat color texture. This will especially help the fleshy areas, and add some contrast to it and the metal. It looks great, just think overall there is too much shading going on in the diffuse, and not enough play between it and the specular.
Renaud Galand: You're probably right about the specular, I think that's because I just tweaked spec.level and glossiness settings of max material
instead of fixing the specular map itself:) I did it to get more wet/fat looking specular. I'll keep in mind that such solution can ruin effect of different texture materials. Thanks man!
Parasie7: Thanks Kenny:) Good to hear from you!
shotgun, stimpack, RazorBladder, SHEPEIRO, moose: Thanks a lot guys! Everything was taken into my considiration :thumbup:!
8FtSpider: Yeah, I used some base parts from marine. Concerning the head silhoette, I did the head from scratch. I just love such type of silhoette:)
MoP: Thanks a lot for your suggestions:) Partially it was a plan to make a "busy" looking model, but yeah you're right I should find the balance between desire to make
an extremely detailed stuff and making something what your eye can handle:) Thanks!
c0ldhands: Multumesc pentru bine cuvinte:) THe description can be pretty flexible, something like a bad guy carrying bombs in his backpack;)
Big cheers:)
great work!
Cant wait for that tutorial: Your going to have to give us all a holler when its out.
Awesome work, great scultping and insane modelling ! Good Gears of War feeling going on.
Same As with Gears of Wars Characters itself, I agree with many that the textures are a tad too noisy.
This is especially "sad" as you have areas where your sheer modelling qualities could have strike more instead of being hidden behind a layer of noisey texture.
Anyways, awesome work. Found a home in my insp folder aswell :P
Welcome to the boards !
Busy.
There's sooo much detail in his skin and armor that they really clash for attention. There is no information hierarchy, just one giant mass of busy busy detail. But when you compare it with the concept, notice that the skin texture pops over the armor. Which is not to say the armor is flat looking, just less pronounced in a way that it doesn't overwhelm the viewer.
I *think* I'm making sense
I have a question, though. What do you use to get your normal, AO, whatever, maps? I like 3ds max's results, the maps are very clean, and look great, BUT, I can't get my high res models in there to make the maps, so I end up making lower res meshes, just so I can render my maps. Any suggestions?
Thanks in advance for the info, and big thanks for the inspiration.
I'm glad you decided to join Polycount, look forward to seeing more work from you.
Big cheers!