Here my latest work, an evil looking knight with a black armor. He is 7300 tris total, , 1x 1024* diffuse and specular. Im pretty proud of it but Im sure I could get some critics on it, what do you guys think?
now that you guys mention it, I do think his face is a bit anime style, but is that really bad? its my style after all I guess, I didnt really noticed at first.
The armour looks nice, good job on that!
On his face I get the distinct impression you're out of your safe zone there. You could take a good look at some reference to see how skin responds to light. Yours right now looks very dead and leathery, due mostly to a lack of colour. Well, not even that, it just doesn't portray a material accurately, I think.
Shading with black and white works on metal (up to a certain point), but certainly not flesh. Try painting colours directly, rather than using overlays etc...
Not for the entire thing, obviously, but painting directly with colours tends to strengthen your understanding of them
I agree with Pea about the overall skin tone of the face. It's very bloodless and leathery.
The eye scar looks like a crack in metal, concrete or porcelain, rather than scar tissue.
I think the mouth is painted too wide which is being stretched even wider on the model. You'll never be able to get rid of stretching 100% and most of the time you have to paint around the distortion. It can help to block in details early and nail the proportions before digging into the details. To be perfectly blunt, he has the mouth of a big mouth bass...
I think it looks pretty good, but has a lot of potential. The face doesn't really seem anime to me, but it does seem too smooth. I'd add a lot more color to break it up, and the skin tone seems "mannequiny." His eyes seem too pink, also, but maybe that's what you are going for. The armor looks cool, but it seem like it is silver, but painted black and I don't think that's what you're going for. I would experiment with going back and painting in very thin and sharp highlights around the scratches, as well as more sharper cast shadows for the overlapping armor pieces to emphasize the hardness of the metal. give it a go
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However...its still a spectacular piece of texture work. Great job.
Can you post some of your texture flats
//screen[viewport grab] of your current setup if its with lighting?
here is the texture sheet;
@gfx engine: yep its 100% hand painted .
On his face I get the distinct impression you're out of your safe zone there. You could take a good look at some reference to see how skin responds to light. Yours right now looks very dead and leathery, due mostly to a lack of colour. Well, not even that, it just doesn't portray a material accurately, I think.
Shading with black and white works on metal (up to a certain point), but certainly not flesh. Try painting colours directly, rather than using overlays etc...
Not for the entire thing, obviously, but painting directly with colours tends to strengthen your understanding of them
I agree with Pea about the overall skin tone of the face. It's very bloodless and leathery.
The eye scar looks like a crack in metal, concrete or porcelain, rather than scar tissue.
I think the mouth is painted too wide which is being stretched even wider on the model. You'll never be able to get rid of stretching 100% and most of the time you have to paint around the distortion. It can help to block in details early and nail the proportions before digging into the details. To be perfectly blunt, he has the mouth of a big mouth bass...