Don: Thanks man. What I was thinking with making his cape/coif thing a bit hotter is that, to me, it would lead the eyes to his face. What I'm afraid of of using a colour like green is that it might just make the character read as a greenish grey blob :S
aesir: Thanks! Trying out a colour more towards yellow for the glows..also trying to tone down the amount of colours I have going on.
Aftermath, Konstruct, Abe: Thanks guys, especially AM...always appreciate a paintover. The problem I have with this idea though is that, to me, it makes his armor seem from 2 totally different sets. I'm not really a fan of having yet another material going on for his armor, but it did give me an idea to add some tarnish to the metals as a way to start breaking it up a little and defining different elements of the model. And I definitely agree, dirt and all that jazz will be added..as I said before, I've really only touched the armor and the rest is just blocked in. Thanks again, much appreciated.
Frump: Awesome man, thank you for the paintover. I actually really like A that you did there and agree with you on having too many colours going on.
Thanks again for the replies. Not much of a change here, just more playing. Trying out something like Frump's idea, added wear and tear inspired by what aftermath did...and toned down the cape colours a little...Still not really sold on anyone in particular just yet, i seem to be bouncing back and forth between red and green. Red, to me, pops out more and helps break up the model but Green would represent my homies. Though, my indescision could be clouded by the fact that it's 4 am
in the latest updates definatly red the green is so subdued that it kind of just looks wrong against the similar shades of brown.
-Woog
Agreed. I don't feel the colors separate from one another and because of that a lot of your work and detail seems to be lost by the eye. If I were to see this guy off in the distance of a game I'm not sure I could pick out anything apart from maybe the glowing bits and face until he was close up. Maybe try working with some colors that contrast and pop from one another more?
this is turning out great, i like the first variation in post #303
Though im not sure about the green lit areas, the head piece looks nice but the colour seems too clean. I pictured them in my head emitting some sort of blinding light, maybe something like this:
maybe its the color difference underneath the arm, but i feel this guy would look really neat with some sort of unholy aura coming from under the model, then again you could just do this with a light, heh
woogity: Thanks dude!
Eclipse: Thanks man, hope you like this update.
Jfletcher: Man, I cannot tell you how much I appreciate the feedback you've given me through this characters process. If there was a Mr. Congeniality award for DW, I'd gladly nominate you for it. Your paint over really made me reconsider the glows and weather on my skull metals, I think it works much better this way..and also helped me settle more on the red cloth Again, thanks, this was a huge help. Yet another reason why rolling with PC was the best choice this year, by far the best feedback I've gotten (not just your pait over..but everyone contributing to my thread) in my 3 years of participating. Loving your character by the way, easily one of the best.
konstruct:
Aravindan: Thanks! Hope you dig the direction it's going.
Alright, did some more texture work. Touched a few other areas and started bringing it closer to Fletcher's paint over. got to go to sleep now...3 am Going to be a texturing filled weekend!
yeah, really like the latest post! one hting, lookout for the normals of his scarf (from the back) they look distorted..ignore if that part is a wip
i actually think it would work better as an armor part similar to the shoudler bit...
Also, now that u've added these dark golden bits on the armor, the knife looks a bit out of place, maybe usin gsomething similar on the grey bits?
looking great!
nrek: Cheers man, touched on those issues you mentioned.
Abe: Thanks man, I'll see what I can do
Parnell: Thanks dude, toned down the rim a bit, started making a better ref map.
Alright, a little more texturing. Started playing with the idea of some effects coming from his magicy bits. The problem now is that they only look good from one angle, pretty much, as I do not have enough tris to make something with more volume. Right now, this guy is 10k on the nose:
I feel the metal is too shiny. Not so much because metal doesn't shine that much, but because of two other reasons. THe first and most important would be that the high contrast tones you're getting out of that metal completely draws the eye in and makes it hard to leave. I don't feel inclined to look at the face at all, which I think should usually be a center point. My eye is continously drawn in to his left hip. The second would be that the shininess almost gives it more of a tacky feel rather than a badass feel.
Fletcher: Thanks dude! I'll get on that. Your entry is looking amazing, got to be one of the tops
Kzo: Thanks buddy
Ged: Cheers man, I'll fix it up in my next pass.
aesir: good points man, this has made me reconsider my render solution...and I tried throwing it into Marmoset to see how it would react. After looking at the below screen and comparing it to my previous ones, I can totally see what you mean. I think i just got a little too excited with the shader
Alright, just a half update...no "real" changes, just some polish and trying this guy out in Marmost. Nothing final, just trying out different rendering options...thought I'd keep you guys in the loop.
Hey cool, i think the more subtle look of the materials in marmoset helps it a lot. Those other shots to me just seem to have a weird... wetness? to them. I think you could push the materials a little more for marmoset specific purposes too, as now it seems like it could use a little more contrast. Tho you can always add that with the post effect editor.
Wow dude this guy looks super sexy in marmoset! I actually kinda like how the dense glow effect looks on the eye, but its a bit much on the hand since its a bigger effect. And I was wondering for your final renders do you plan on rendering it with a blue light placed next to all the glow spots on the model? If not you might want to think about painting in a little bit of blue lighting on the metal that surrounds the lights, mainly in the hip joint and hand, like how fletcher's paint over has it. Keep going, can't wait to see some poses soon.
looks really nice in marmo, i cant get the hang of that engine, i tried it for my entry but i dunno, just looks weird, maybe its the way i have my spec maps
There's a single skull just above his left hip that REALLY bothers me, maybe i'm being too nit picky, but it's got a really round mouth, no teeth, and it doesn't "hinge" like a normal jaw.
Been buggin' me for a while, figured i'd post it, best of luck. Shouldn't be hard to fix, just paint out the lower jaw on the normal map, diffuse and spec.
looks really nice in marmo, i cant get the hang of that engine, i tried it for my entry but i dunno, just looks weird, maybe its the way i have my spec maps
anyways, really cool!!!
Yeah it takes a bit of getting used to. You have to sort of re-think the way you use your spec maps, as it isnt just controling standard spec from like a point light, but reflection intensity from a cubemap. So a lot of things you may be used to trying to fake in your spec maps, adding colors for environment reflection and things like that you dont really need to do. You'de be surprised what you can do with very simple materials.
yeah, its a brilliant tool that i really want to get into the habit of using to showcase my stuff, once i get the hang of it. I was hoping for DW4 to be a good time for this, but i'll have to run a few tests later on.
aesir: Cheers man, glad you like the way it's going. Marmoset is definitely going to be used for my final render, really happy with the way it's turning out
Mop: Thanks man, loving your character
Kzo: Thanks!
EQ: Thanks you handsome man, you. This is a great tool, must have been a fun time playing with this on a regular basis
nrek: Definitely going to use Marmoset for my final render..based the ease of use and practicality of it (I'm a bit of a purist ) I've retouched some of the glowy areas to fake lights (don't want to go too over board with it though) As for the poses, they're coming, thoug hit's probably going to be something PRETTY basic...this guy has limited functionality (I blame the comp's budget...) I'm planning on working on that and his base later on in the week. I originally had planned on doing something like Doom's box art (him standing on a heap of dead demons) but I think I'd quickly get disqualified for that. So, I'm most likely just going to do some kind of holy looking base (stone and iron) with bullet casings lying around..
Mongrelman: Thanks man, I'll look into pushing those further.
crazyfingers: Just for you, I changed it up It honestly wasn't bothering me, but I can see it being distracting as it caused a fairly large black circle on his hips. Thanks for the feedback.
Fletcher: Thanks man! Give marmoset another shot, it's easy to fart around in once you get the hang of it (I'm obviously still learning) but it's nice for just getting things in quickly.
woogity: Thanks man
alright, just another update spam. Still playing with Marmoset, touched up the hip plates based on crazyfingers feedback...dicking around with spec and some saturation in areas...change dup the hand glow to make it less dense.
I feel as though I'm getting to the "polish" stages. so, I may through him into ZB for a quick pose here soon (nothing too crazy...he's not really built for extreme poses ) and start on a base so I don't feel rushed in a weeks time.
Great progress... He is reading much better in your latest update. I have to agree though that some green tones in his metal would provide more interest and tie in to the green glows on his cannisters
I'll bite. Looks incredible, all the more reason to spend extra time pumping it up.
Firstly, ditch the green glow. You seem to have this unreasonable affinity to green haha, i hope this doesn't get me linched by the poly count forum for saying this, replace it with orange.
Second, have you tried making his beard reddish in color, i think it could really work well! you should try it No gaurentees but hey worth a shot.
Some quick photoshop work:
Kept the green a bit after all. If you're curious i just did an overlay of light orange over the green. Sampled a dark red from the scarf and did a vivid light (50%ish opacity) layer over his beard.
that marmoset pic is great man...much easier on the eye. Only crit i could give would be to try an seperate some of the material types as a few of them seem to blend into one another...ie: his bullet straps looks like the bullets an leather are made from the same stuff. Awesome work dude
gavku: Thanks man, I played around with their spec values a bit, I think maybe it might have been too strong on the straps.
foreverendering: Thanks man, your entry is looking sick. I do agree with some of your points and you can see some of the revisions in the below update. Changed the glow to be more like the other glows, darkened his jumpsuit. I'm not sure why, but I'm just not too keen on the red bits...I'm going to look into adding more greens like mentioned above. Thanks again, really appreciate the feedback
crazyfingers: Thanks for your feedback man, I gotta say though, that red beard isn't doing it for me at all. I'm keeping the hair white
Josh: Thanks dude! Here's a second view, I'll try to get a few more up later on if I can. Wish there was a way to save views in Marmoset like there is in ZB with ZApplink..As you can see, the FX are really only made for that one view...it's all I can afford
Alright, small update following the feedback from above. Still going to try out adding some green wear and tear to the metals...
Replies
Don: Thanks man. What I was thinking with making his cape/coif thing a bit hotter is that, to me, it would lead the eyes to his face. What I'm afraid of of using a colour like green is that it might just make the character read as a greenish grey blob :S
aesir: Thanks! Trying out a colour more towards yellow for the glows..also trying to tone down the amount of colours I have going on.
Aftermath, Konstruct, Abe: Thanks guys, especially AM...always appreciate a paintover. The problem I have with this idea though is that, to me, it makes his armor seem from 2 totally different sets. I'm not really a fan of having yet another material going on for his armor, but it did give me an idea to add some tarnish to the metals as a way to start breaking it up a little and defining different elements of the model. And I definitely agree, dirt and all that jazz will be added..as I said before, I've really only touched the armor and the rest is just blocked in. Thanks again, much appreciated.
Frump: Awesome man, thank you for the paintover. I actually really like A that you did there and agree with you on having too many colours going on.
Thanks again for the replies. Not much of a change here, just more playing. Trying out something like Frump's idea, added wear and tear inspired by what aftermath did...and toned down the cape colours a little...Still not really sold on anyone in particular just yet, i seem to be bouncing back and forth between red and green. Red, to me, pops out more and helps break up the model but Green would represent my homies. Though, my indescision could be clouded by the fact that it's 4 am
-Woog
Agreed. I don't feel the colors separate from one another and because of that a lot of your work and detail seems to be lost by the eye. If I were to see this guy off in the distance of a game I'm not sure I could pick out anything apart from maybe the glowing bits and face until he was close up. Maybe try working with some colors that contrast and pop from one another more?
Though im not sure about the green lit areas, the head piece looks nice but the colour seems too clean. I pictured them in my head emitting some sort of blinding light, maybe something like this:
maybe its the color difference underneath the arm, but i feel this guy would look really neat with some sort of unholy aura coming from under the model, then again you could just do this with a light, heh
know the member...too bad.
Eclipse: Thanks man, hope you like this update.
Jfletcher: Man, I cannot tell you how much I appreciate the feedback you've given me through this characters process. If there was a Mr. Congeniality award for DW, I'd gladly nominate you for it. Your paint over really made me reconsider the glows and weather on my skull metals, I think it works much better this way..and also helped me settle more on the red cloth Again, thanks, this was a huge help. Yet another reason why rolling with PC was the best choice this year, by far the best feedback I've gotten (not just your pait over..but everyone contributing to my thread) in my 3 years of participating. Loving your character by the way, easily one of the best.
konstruct:
Aravindan: Thanks! Hope you dig the direction it's going.
Alright, did some more texture work. Touched a few other areas and started bringing it closer to Fletcher's paint over. got to go to sleep now...3 am Going to be a texturing filled weekend!
Thanks guys, let me know what you think!
Gav
-Add a dark gradient that works its way up the loincloth pieces to simulate years of dust and mud stains.
- darken the leather on the chest belt, its too similar to the shirt and pouch color.
Keep it up man, cant wait to see the next update.
i actually think it would work better as an armor part similar to the shoudler bit...
Also, now that u've added these dark golden bits on the armor, the knife looks a bit out of place, maybe usin gsomething similar on the grey bits?
looking great!
Colors look good dude.
B
Abe: Thanks man, I'll see what I can do
Parnell: Thanks dude, toned down the rim a bit, started making a better ref map.
Alright, a little more texturing. Started playing with the idea of some effects coming from his magicy bits. The problem now is that they only look good from one angle, pretty much, as I do not have enough tris to make something with more volume. Right now, this guy is 10k on the nose:
Let me know what you think!
Gav
its looking nice, the density of the effect may be a tad high.
(looks great)
Agreed with JFletcher, make the magic effect more "etheral"
Kzo: Thanks buddy
Ged: Cheers man, I'll fix it up in my next pass.
aesir: good points man, this has made me reconsider my render solution...and I tried throwing it into Marmoset to see how it would react. After looking at the below screen and comparing it to my previous ones, I can totally see what you mean. I think i just got a little too excited with the shader
Alright, just a half update...no "real" changes, just some polish and trying this guy out in Marmost. Nothing final, just trying out different rendering options...thought I'd keep you guys in the loop.
PS. Marmoset is awesome
Gav
looks really nice in marmo, i cant get the hang of that engine, i tried it for my entry but i dunno, just looks weird, maybe its the way i have my spec maps
anyways, really cool!!!
I think some stronger colour contrast between the metal and fabric would help though.
Been buggin' me for a while, figured i'd post it, best of luck. Shouldn't be hard to fix, just paint out the lower jaw on the normal map, diffuse and spec.
Yeah it takes a bit of getting used to. You have to sort of re-think the way you use your spec maps, as it isnt just controling standard spec from like a point light, but reflection intensity from a cubemap. So a lot of things you may be used to trying to fake in your spec maps, adding colors for environment reflection and things like that you dont really need to do. You'de be surprised what you can do with very simple materials.
-Woog
Mop: Thanks man, loving your character
Kzo: Thanks!
EQ: Thanks you handsome man, you. This is a great tool, must have been a fun time playing with this on a regular basis
nrek: Definitely going to use Marmoset for my final render..based the ease of use and practicality of it (I'm a bit of a purist ) I've retouched some of the glowy areas to fake lights (don't want to go too over board with it though) As for the poses, they're coming, thoug hit's probably going to be something PRETTY basic...this guy has limited functionality (I blame the comp's budget...) I'm planning on working on that and his base later on in the week. I originally had planned on doing something like Doom's box art (him standing on a heap of dead demons) but I think I'd quickly get disqualified for that. So, I'm most likely just going to do some kind of holy looking base (stone and iron) with bullet casings lying around..
Mongrelman: Thanks man, I'll look into pushing those further.
crazyfingers: Just for you, I changed it up It honestly wasn't bothering me, but I can see it being distracting as it caused a fairly large black circle on his hips. Thanks for the feedback.
Fletcher: Thanks man! Give marmoset another shot, it's easy to fart around in once you get the hang of it (I'm obviously still learning) but it's nice for just getting things in quickly.
woogity: Thanks man
alright, just another update spam. Still playing with Marmoset, touched up the hip plates based on crazyfingers feedback...dicking around with spec and some saturation in areas...change dup the hand glow to make it less dense.
I feel as though I'm getting to the "polish" stages. so, I may through him into ZB for a quick pose here soon (nothing too crazy...he's not really built for extreme poses ) and start on a base so I don't feel rushed in a weeks time.
Gav
Just a personal preference... I would probably add to the copper/bronze color a little green patina to help break up the unified warm tone a bit.
Impressive modeling, texturing and sculting work
Keep up.
I'm envious!
B
very impressive
I'll bite. Looks incredible, all the more reason to spend extra time pumping it up.
Firstly, ditch the green glow. You seem to have this unreasonable affinity to green haha, i hope this doesn't get me linched by the poly count forum for saying this, replace it with orange.
Second, have you tried making his beard reddish in color, i think it could really work well! you should try it No gaurentees but hey worth a shot.
Some quick photoshop work:
Kept the green a bit after all. If you're curious i just did an overlay of light orange over the green. Sampled a dark red from the scarf and did a vivid light (50%ish opacity) layer over his beard.
just my 2 cents, keep going, gav
* oh and I do agree with the adding of the greenish patina
ghost, ocarian, iatriki, Parnell, Eclipse, butt_sahib, merecraft, zerafian, coldkodiak, Diwan, kendo, StJoris: Thanks guys! Glad you're digging it.
gavku: Thanks man, I played around with their spec values a bit, I think maybe it might have been too strong on the straps.
foreverendering: Thanks man, your entry is looking sick. I do agree with some of your points and you can see some of the revisions in the below update. Changed the glow to be more like the other glows, darkened his jumpsuit. I'm not sure why, but I'm just not too keen on the red bits...I'm going to look into adding more greens like mentioned above. Thanks again, really appreciate the feedback
crazyfingers: Thanks for your feedback man, I gotta say though, that red beard isn't doing it for me at all. I'm keeping the hair white
Josh: Thanks dude! Here's a second view, I'll try to get a few more up later on if I can. Wish there was a way to save views in Marmoset like there is in ZB with ZApplink..As you can see, the FX are really only made for that one view...it's all I can afford
Alright, small update following the feedback from above. Still going to try out adding some green wear and tear to the metals...
Gav