Model looks great, I think the BDU could use a better cloth texture and some more wear though. The kneepads and "clasps" on his vest are worn, yet the rest looks brand-new. Also his teeth are fully white, which looks odd.
Could you post a pic with more natural looking lighting - as in no blue?
If i'd give a critic, the different materials are hard to identify, the metals or plastics could have better specular. Also on the close up the face looks dead, but that is probably fault of the lightning and shader and yours. Anyway, really nice work.
Pretty cool stuff, although compared to a lot of your personal work it's very "boring", hehe... not much interest outside of the face, I guess it was based off someone else's concept for a specific character?
The skin on the face looks nice, although those alpha-plane hair things aren't adding much, they just look like rows of straight white lines, totally unlike the hair on the base model.
It's all very well executed (nice and sharp, as said), and the dirt around the lower legs is a nice touch. However again I just feel that it's a dull design, but I guess that's what you get with this sort of thing
thx for replys, guys!
Mop, that was based only on that picture and some text description
(that body will go for some spec ops variations, so i'll add those bags there)
Hmm, that guy has a lot of cool strong cloth folds that I think you could have exaggerated more, especially around the shoulders and lower legs. The limbs on your model look pretty tubular, and there isn't much big sharp stuff happening in the normal map.
very nice work! the retop is very nicely done, if you dont mind me asking i would love to know what program you are using.
only crit would be that the camo is a bit repedative, would be cool to see the pattern varry between where the pockets start and where they are sewn to the pants,<< srry for the nitpick, but it stands out a lil compared to how beautiful the face and vest are.
Stages:
1. Definition of local masses and dynamics
2. Specification of basemesh's proportions, preparation for export)
3. Starting of sculpt
4. Sketching stage
5. Continue
6. Home improvements-in some places smooth out the details, but they took the extra geometry, such as in the case with a belt,
He was replaced by an independent subobject
7. Detailing, folds are pure shit, i'll change them a bit later
8. Detailing
9. Ok, highrez is kinda done
10. Lowpoly mesh was done in zbrush, with retopo tools
11. Finished lowpoly
12. Baking of normals
13. Baking of normals, done
14. Baked AO
15. Start of texturing
16. Continue
that looks pretty good man has your style in it , the only thing besides what was already mentioned is the corners of the eyes, even for someone that age, they seem too stretched . Glad to see stuff from you man ! what you been up to ?!
yay, Snakinov! good work mate. As I said , the beard alpha could use some tweaking. I love the texture work, and the character. Also, maybe consider a dark color for his eyes?
Replies
Could you post a pic with more natural looking lighting - as in no blue?
It looks great, very sharp textures.
If i'd give a critic, the different materials are hard to identify, the metals or plastics could have better specular. Also on the close up the face looks dead, but that is probably fault of the lightning and shader and yours. Anyway, really nice work.
The skin on the face looks nice, although those alpha-plane hair things aren't adding much, they just look like rows of straight white lines, totally unlike the hair on the base model.
It's all very well executed (nice and sharp, as said), and the dirt around the lower legs is a nice touch. However again I just feel that it's a dull design, but I guess that's what you get with this sort of thing
Mop, that was based only on that picture and some text description
(that body will go for some spec ops variations, so i'll add those bags there)
thanks for attention)
i'll remember every word of criticism, that was sounded in that thread and will try to avoid these mistakes in future models.
only crit would be that the camo is a bit repedative, would be cool to see the pattern varry between where the pockets start and where they are sewn to the pants,<< srry for the nitpick, but it stands out a lil compared to how beautiful the face and vest are.
-Woog
1. Definition of local masses and dynamics
2. Specification of basemesh's proportions, preparation for export)
3. Starting of sculpt
4. Sketching stage
5. Continue
6. Home improvements-in some places smooth out the details, but they took the extra geometry, such as in the case with a belt,
He was replaced by an independent subobject
7. Detailing, folds are pure shit, i'll change them a bit later
8. Detailing
9. Ok, highrez is kinda done
10. Lowpoly mesh was done in zbrush, with retopo tools
11. Finished lowpoly
12. Baking of normals
13. Baking of normals, done
14. Baked AO
15. Start of texturing
16. Continue
18. u know...
19. Ok, at last it's finished
good luck with the project btw!