I've been working on this little guy for a portfolio piece and was hoping to get some critical feedback on him. His tri count is almost 6k, with a 512x color, and I'm working on the spec.
he currently feels like an odd mix of realistic and exagerated proportions. His head, and feet are pretty big, but his arms and hands aren't. If you're going for stylized, I'd push the hands bigger. If you're not, I'd shrink the feet some, and maybe try a smaller helmet.
I like it, its fun, but where is he? Is he on mars? Id love to see some bounce lighting baked in to the diffuse. For mars id make the ground a darker red/brown, and the sky a yellow/orange/brown. Then make sure to give him a environment map for the glass.
you could bake it or just paint it in. I think God was just saying to figure out where he is, and then make sure that some of his surrounding environment's color is in the diffuse (mars is famous for it's red dust that ends up coating everything)
hehe you called me god... But yeah thats what i was getting at. No matter what planet your on you will have two points of lights that will affect the lighting even in the dark areas. Unless you plan on making a proper environment cube map id just go ahead and bake in a bit of bounce lighting. Take a look at KP knight to get some ideas, or most all of Piors work.
Experimented with baking a 3-point lighting setup onto the texture. I think it came out pretty nice. I'm imagining his environment to be the moon, so there wouldn't be much color in the light, except for maybe a light hint of blue from the Earth. Added a slightly blue hue to the shadow layer and bumped up the contrast on the whole texture.
Added a bit more grime to the diffuse, and started working the specular. The lighting seems to wash out my texture a bit, making the smaller details less apparent. Is that inherent in lighting or is it simply modo?
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Played around with proportions a bit and added a layer of ambient occlusion to the diffuse.
What do you mean, bake in lighting? Do you mean set up lighting in the scene and then render it on top of the diffuse?
Experimented with baking a 3-point lighting setup onto the texture. I think it came out pretty nice. I'm imagining his environment to be the moon, so there wouldn't be much color in the light, except for maybe a light hint of blue from the Earth. Added a slightly blue hue to the shadow layer and bumped up the contrast on the whole texture.
Now I'm going to work on the specular.
Added a bit more grime to the diffuse, and started working the specular. The lighting seems to wash out my texture a bit, making the smaller details less apparent. Is that inherent in lighting or is it simply modo?