so far I like what I see, how many polys is he? I think the gun is the best part right now, try to add more detail in snake suit and face. I feel like they need more polish like they gun.
Ya I was going to say the same... Its very difficult to see the character clearly with the background so dark. A nice medium gray would be great for showing him off more
he looks like a zombie - with the agressive and red eye's. I think the presentation rendering could use some background lighting/shading like the classic 3 point light - or change the background to non- black
Heya Lee! Looking good! Nice to see you've got him this close to completion, which is more than I can muster most of the time.
My main criticism at this point is that this doesn't look like Solid Snake. It looks like Snakes drug addict pedophile cousin stole his outfit and is posing as him. The face needs a lot more work basically. The little hair lock you've got in front needs to be modeled such that it it grows up and then falls down. Not just a flat poly facing down.
Nice work so far. I agree with the drug comments, his eyes could be less red, reduce the bags under his eyes, and overall make his face less droopy. I think with a few small changes (because really minor things on a face can really through things off) it will look really awesome. Keep going dude.
I just noticed this but could it be that his legs are uber- long stretched? To me it looks like it was scaled by 1.25 till 1.3 if you compare them with his chest and arms
I cant say I agree with the texture of the model , the normals look too symmetrical, the eyes are the same as the skin tone..wtf? and not sure but looks like you modeled out the hair versus using planes.. another wtf? you should look at the game for reference and also not sure again but from the way the t-page is set up looks like you painted the clothes , like straps and vest on the main characters model , versus modeling those pieces seperately on top on the main character model and then proceeding to texture them. theres just so much more detail you could have put in the suit alone.
I googled this
take a good long look
keep in mind all this model has was a diffuse, no normal or spec map i think
I cant say I agree with the texture of the model , the normals look too symmetrical, the eyes are the same as the skin tone..wtf? and not sure but looks like you modeled out the hair versus using planes.. another wtf? you should look at the game for reference and also not sure again but from the way the t-page is set up looks like you painted the clothes , like straps and vest on the main characters model , versus modeling those pieces seperately on top on the main character model and then proceeding to texture them. theres just so much more detail you could have put in the suit alone.
I googled this
take a good long look
keep in mind all this model has was a diffuse, no normal or spec map i think
The straps look modelled to me, as for the hair, normals + opacity tend to not work very well so I see where he's coming from.
As for the eyes, well yeah, the need a bit more spec and more white on the diffuse for sure. His eyes do look pretty red at the moment.
/edit also he could do with a bit more pocket thingies taht are hanged from the straps etc, and you can just link those to the rig instead of attaching them to the mesh, I think.
I cant say I agree with the texture of the model , the normals look too symmetrical, the eyes are the same as the skin tone..wtf? and not sure but looks like you modeled out the hair versus using planes.. another wtf? you should look at the game for reference and also not sure again but from the way the t-page is set up looks like you painted the clothes , like straps and vest on the main characters model , versus modeling those pieces seperately on top on the main character model and then proceeding to texture them. theres just so much more detail you could have put in the suit alone.
I googled this
take a good long look
keep in mind all this model has was a diffuse, no normal or spec map i think
here's how i actually made him (in terms of clothing layers).
here's the max wireframe.
i've done some tweaks to the face high poly today, to try to remove the bagginess from under the eyes.
i'm having trouble with getting the eyes to look right though, i always seem to come out with too much or too little spec, the colouring i'm putting down to (in that render) the shader in marmoset, as the eyes and head shared the same .obj export they both used the skin shader which has a pinkish hue. next time i'll be sure to export both sepperately to try to get more control.
i'm also working on some ammo, and grenade pouches to clip around his belt. after that though, i need to call him done and move on. spending too much time on one character is something i've always been guilty of, so this is as much an exercise of pumping things out as quick as possible, as it was at remaking a favorite character of mine.
oh, and why would i use a mgs2 snake reference if i'm remaking him from the first game?
Looks better without the eyebags, but he still looks like a burns victim who's had a stroke with that facial expression. The forarm textures make the fabric look look like big heavy folds but the geo is skin tight. Tht anatomy in the legs of your Zbrush sculpt is bizarre.
Keep going though, looking better and the gun is nice work.
Looking awesome indeed! but seriously gir, change the bg colur
Also,i think you could have reduced the polys at places,esp that kneepad
as far as skin is concerned, put some yellows in i guess
yeah i wondered why Guasandox posted that picture as this snake is from the original :P
the video and all the screens are TO DARK its almost impossible in each of the them to really read anything from the shape and exporession. You really should change the lighting or background or perhabs change your monitor - because at least here on a professional CRT it simply looks to dark.
hope you didn't pay a lot for it, cos all 3 of the monitors i've seen it on looked fine.
also, if you didn't notice, i said someone else rendered the video for me, so that's nothing to do with me, and finally, i asked how to change the background in marmoset, and i've only just got a response on that.
i don't mean to sound like a dick, but seriously, learn to read content, not just look at pictures.
look man, i'm not saying you're wrong, i'm saying i asked how to do what was asked, and when i post an update of something that I'VE done, i'll be doing those things. this was just a facial rig test that a friend did, that i had no control over. i thought it was fun to watch and assumed it'd be fun for others.
i've got no problem with criticism, constructive or otherwise. it's something i'm quite used to. what i dislike, is people repeating the same things over and over, when if they opened their eyes they'd see i'm already doing it.
Dont just change the background, it wont help much if the rest stays as it is. Try to load a light rig with a more diffused setup. Shapes shading to black = never :P
yeah i dunno how to mess around with the lights/background in marmoset yet =[
It's under Render; just below the shadow distance and camera field of view sliders, there's a background color thing which pops up a color picker. Alternatively, you can flip on show skybox, right next to it, for a skybox.
Replies
the gun was from my CSS folder, made by (folder name says): Hav0k.
it's only intended to be placeholder until i can be arsed to build my own (not a bit hard surface fan... it bores me).
@ Dekard: he doesn't, he's solid snake.
never noticed that lil red laser dot thing on the l.a.m. before, will go have to go back and fix that on my socom
He doesn't have much muscle definition on the texture either. He has huge eyebags too.
My main criticism at this point is that this doesn't look like Solid Snake. It looks like Snakes drug addict pedophile cousin stole his outfit and is posing as him. The face needs a lot more work basically. The little hair lock you've got in front needs to be modeled such that it it grows up and then falls down. Not just a flat poly facing down.
good work!
agreed^
definitely lookn forward to updates!
I googled this
take a good long look
keep in mind all this model has was a diffuse, no normal or spec map i think
The straps look modelled to me, as for the hair, normals + opacity tend to not work very well so I see where he's coming from.
As for the eyes, well yeah, the need a bit more spec and more white on the diffuse for sure. His eyes do look pretty red at the moment.
/edit also he could do with a bit more pocket thingies taht are hanged from the straps etc, and you can just link those to the rig instead of attaching them to the mesh, I think.
here's how i actually made him (in terms of clothing layers).
here's the max wireframe.
i've done some tweaks to the face high poly today, to try to remove the bagginess from under the eyes.
i'm having trouble with getting the eyes to look right though, i always seem to come out with too much or too little spec, the colouring i'm putting down to (in that render) the shader in marmoset, as the eyes and head shared the same .obj export they both used the skin shader which has a pinkish hue. next time i'll be sure to export both sepperately to try to get more control.
i'm also working on some ammo, and grenade pouches to clip around his belt. after that though, i need to call him done and move on. spending too much time on one character is something i've always been guilty of, so this is as much an exercise of pumping things out as quick as possible, as it was at remaking a favorite character of mine.
oh, and why would i use a mgs2 snake reference if i'm remaking him from the first game?
face looks better now... i think :P
Keep going though, looking better and the gun is nice work.
Also,i think you could have reduced the polys at places,esp that kneepad
as far as skin is concerned, put some yellows in i guess
yeah i wondered why Guasandox posted that picture as this snake is from the original :P
[ame]http://www.youtube.com/watch?v=XKUmRz31E_A[/ame]
also, if you didn't notice, i said someone else rendered the video for me, so that's nothing to do with me, and finally, i asked how to change the background in marmoset, and i've only just got a response on that.
i don't mean to sound like a dick, but seriously, learn to read content, not just look at pictures.
i've got no problem with criticism, constructive or otherwise. it's something i'm quite used to. what i dislike, is people repeating the same things over and over, when if they opened their eyes they'd see i'm already doing it.
It's hard to crit a black model on a black background