Hi,
this is my first post to this great community
and I wanted to introduce myself with the latest work of mine right away.
I created this bad boy in
Thomas Mahler's Character Creation Workshop he held in Games College Vienna (Austria).
The Workshop lasted about 2 months (2 units a week) and our main goal was to create a TF2 (Team Fortress) stylized character by using Thomas' gorgeous pipeline.
I hope you guys like it.
Feedback and crits are more than welcome!
cu,
Atilla
Replies
Excellent work you got there, and the beautyshot is awesome.
Nice work. If there's anything I'd want to mention it would be the tattoos. The don't convince me. Might be because they seem too crisp.
However, my spirits picked up when I actually looked at the character. Really good work. That unwrap is impressively clean and well laid-out.
I notice the AO has some directional lighting to it. Did you do that so the details pop a little better?
And you didn`t show render of back.
No, you're right. The AO you see in the texture sheet is only for the color map.
But I do use it additionaly with the color map, when I'm working in Maya's high quality view. Since otherwise the scene is too dark and the colors don't look as bright as they should.
I know, I could simply add a light source instead, but i prefer a constant light while working > Maya's default lighting.
Well, you ain't alone there mate. Some people told me that already.
The thing is just that I needed something else in the silhouette (imo) and since the Yakuza's overall look wasn't badass enough, I came up with the studded wristband.
The unwrap is really nothing special. Infact it is not good, 'cause I still have about 30% space left and we all know that every single pixel of a texture sheet should be used.
About the 'directional lighting' in the AO - there is none. I simply placed a plane below the character (bad mistake btw) and baked the AO with XNormals (HighRes to LowRes). Later some tweaking in Photoshop and that was pretty much it.
-sorry for the double post-
first of all here's a quick gallery update.
And for those who are interested, I made a quick step-by-step tutorial on how I gave that character this angular look.
-Step 1- I first sculpted some muscles with Clay Tubes.
-Step 2- Then I defined the 'hard edges' with the Standard Brush
-Step 3- I used the Flatten Brush to straighten the large areas
-Hint- While flatting out an area, change the perspective as you were looking down at it
-Step 4- At last I pinched the 'hard edges' and smoothed out some ugly areas
Thanks for all the nice comments so far!
cu,
Atilla
Great texture work. I really like how the tats turned out. Not too many people can get that looking correct. You nailed it. Thanks for the tut as well. I love that angular look. Seemed to work out great for getting that AO.
Can't wait to see more. Keep up the great work.
Cool back view!
I would suggest adding a hint of an ankle in there, it looks a bit as if the feet are going through the base atm.
-Woog
Thx, man. I guess you're the only one who likes the tats.
I used the Smooth Brush more at the final model as I did in the tutorial, it looks a bit too angular indeed. Maybe you're right though, gotta watch out next time when I do a similar model to that.
Polycount is 20.316 tris without the base but all the assets.
cu,
Atilla
Thanks again for all your crits and comments.
you have some REaLLY nice values in most of the shadows, but the armpits, and crotch and the core shadow on the base fall into 100% black. I feel like the piece would sing if it had some subtly values in those dark places.
It might be good to push the gun back into the joint of the thumb a bit, and wrap the fingers around the grip a bit more. I realize the gun would clip into the hand, but it might make the grip on the gun look more dynamic. Maybe you already tried this, but if not I`m just throwin it out there.
Other than that, welcome to PC, way to go entering like a champ already! :P
like it and the presentation adds alot to it
Your 2nd pose works a lot better and shows off the character. As for your work that went into this project, two thumbs up! Great work
I like the first set of images better than the later. His pose, does seem like hes falling backward a tad. Thats just me though. But to me, everything about the first image seems to pop more. the pose, the expression, everything. nice work.
you should consider removing one of his fingers to show his loyalty
Its nice to dream...
But seriously, this guy, from his proportions to his execution is easily worthy of Valve's art department or any other's.
Great work.
I thought about that during the creation process. But Thomas who did the workshop had already shown us a character, who was missing a finger.
And I just didn't want my class-mates pointing at me and telling me that I am stealing ideas.
But in my future designs I won't think that way anymore, so what ...