I've gone through some of my older models, and I think the textures needed some work, so I did that. What do you guys think? Thoughts, suggestions, ideas, whatever. I'll take anything you got to say, good or bad.
First two:
Abscess: The big fat guy with the armor. A demon, pretty much dead, and very evil.
The Seer: Other-world mystic guy, the kind that sees into the future.
Last Two:
Butterball: Designed by Simon "spiderzero" Lee (
www.bigbluetree.com). When talking to Simon about him, he said he's really a creature that lives in swampy-like areas, and is a scavenger. Never kills things itself, just eats what others have already killed. This guy is probably my favorite design in ages.
So again, any thoughts, ideas, and focused crits would be great. Thanks all.
Replies
CC: your mystic's legs are quite short if your aiming for human style proportions. same with the fat fella, but thats not usually a big problem for heavier characters as it tends to give them some style. you could also add some color to the shadows on the mystic at least his texture screams ao with multiply, this is very noticeable in the neck, and also in the little divets in his forehead area. on the big guy i think his armor around his waist could use some texture and remodeling work, its just very grey right now and its hard to read any forms to it the concept that went into this in general while certainly strong i feel could be worked on a bit, these guys dont really have any story to them from what we can get by looking at them.
good luck man hope the crits are helpful!!
-Woog
On the positive points: Thanks for the comments on the mystic guy. I'm glad he reminds you of a del toro creature, I love that guys work. About the piercings on his back suggestion, they're already there I'll post a back shot of him in a bit. The dangly bits are a great idea, and I'll be looking into those for sure.
And the crits: I'm not sure about the legs looking too short, it might be from the angle in the marmoset engine, but then again, they might just be too short . I'm not sure what you mean by "color shadows". I always figured those were done with lighting, not textures, but if I'm wrong, please lemme know. I will try and tone down the AO/multiply look, though. And I'll also work on the armor for the fat guy.
One thing I noticed a little bit ago, was the almost total lack of detail in the fat guy's (Abscess's) spec map. I'm fixing that right now. I guess I accidentally deleted the map I had before, and I'm stuck with an older version now. I'm hoping that'll add some life to him when I'm finished with it.
anyway, keep them crits and comments coming. I'm interested in anyone's thoughts. Thanks for looking.
Textures look solid man. I suck at characters but these are super cool designs.!
I first had the impression of nurbs models because everything was to perfectly smoothed into curves just like casual NURBS models.
I think what the models are missing are detail textures that show the pores, show the specular properties, maybe some veins and skin details - like now they have this airbrush on plastic model feeling.
maybe try them on backgrounds - to see if they blend well as living characters or rather statues.
And I'll see what I can do about some detail textures. Thanks for the suggestion
Any thoughts, or suggestions, or whatever, are welcome. Thanks for looking
I've cut out your dude and overlaid him on vitruvian man (supposedly is man's perfect proportion)
When I match Seer's torso to the same size as Vitruvian man's torso (top of shoulders down to waist) his legs fall drastically short, and his neck is exceptionally long (the neck is not what I see as what is making him look child like though).
As children our torsos and bodies are approximately the same length but as we age, our legs become marginally longer than the length of our torso, hence his childlike proportions at this stage, his length from waist to top of head is almost exactly equal from the length of waist to bottom of feet, making him look stumpy like a dwarf or kid.
Hope this helps.
these proportions would make him look taller, more imposing and even creepier... less childlike
me thinks
Anyway, I'll get on those changes right now. Thanks for taking the time, man, it's much appreciated.
anyway a mock up test
tried to give the skin some color and pigments. The thing on his head attached looks to me different design wise as the rest of the body so I gave it a different colors (like a chicken comb). I disliked the cape since it looked like a plastic (garbage bag type) thing (stiff and not textile alike at all).
his hands and feet are about 80% of what they were before (they are to big in yours). Thats it - but I am not sure if everything is really better -
just some suggestions
I'll keep chugging away at his textures for a while. His, and the fatty-fat-fat's textures. I think I might start all over with the fat guys textures, and see what I can come up with then. Anyway, thanks for the suggestions and comments. Keep 'em coming.
[EDIT] renderhjs, looks like we posted almost at the same time, so I didn't get to see your comments. As a side note, when I hit post reply, and the image I thought I posted suddenly had a weird orange halo thing on his head, freaked me out.
Anyway, thanks for the paintover. I think the hand and feet sizes are something else that's contributing to the kid-like look as well. About the color variations, and pigment in the skin, yeah, you're totally right on that too. I really think the cape is something he needs to have, but you're right again with the garbage bag comment. I'll try some other ideas with the textures, and see if anything else works.
Thanks a TON for the comments and paintovers, that's really the type of info I've been looking for. I'll get to work on those changes right away.
I gotta figure out why marmoset wants to show that big fat ugly normal map seam in his chin, but it doesn't show up on max.
http://boards.polycount.net/showthread.php?p=937891
I could be looking at it wrong though.