Based on concept art from Amano, Still just a WIP here's some shots of what I'm working on in class. So far just finished with the bottom half of it. A couple close ups and one with the blocking of the top half in there to give an idea of total size.
A little too expensive for t a game model, prolly will go back and shave off some of the polys later.
Replies
IMO Amanos concepts are pretty hard to transfer to 3d, since the guy often sacrifices realism for for dramatic effect and stuff like that.
Are you intentionally simplifying the concepts? Right now I think your mesh looks very little like Amanos vision and very much like the sillhuette from the cover art of FF6.
Yeah his stuff is hard because even his machinery looks organic and it's hard to see where the planes should be sitting.
I plan on going back with zbrush and taking care of all those little lines and movements he has throughout it. As for the texture I'm going to try to make it look as much like Amano's concept as possible.
Do you have any of your's on here, it would be nice to see what another person's take on it would be.
kTHNXBIE!
But no seriously, good start, for a piece like this though and since the magitech was more or less battle used
I would build this rough base and then take it into z-brush to get it some nice dinks and bumps to it along with some hard edge poly modeling prior to that Really make this look BATTLE used. Considering in the intro of the game they just came from a raid and were walking to the first city through the snow , have elements of that tossed in there as well (Frost and dinks!)
im a big fan of the original concepts of this series so please do some justice to this
Considering that this is going to be a portfoilo piece please feel free to critique.
torontoanimator - thank you and yes I do intend to dirty this up
Pope Adam - thanks!
seforin - I wouldn't have it any other way FF6 or 3 whatever one wants to call it ('specially if you had it for snes) Yeah definately plan on cranking out more detail later on down the line. I certainly hope I can do it justice.
BuCC - Awesome it woudl be cool to see.
I still don't seem to buy the emblem on the ball hip joint, maybe its the small size of the border in comparison to the borders on all the other plating? Any feedback would be greatly appreciated.
I will be unwrapping and zbrushing soon so please any feedback would be greatly appreciated before I go on to the next phase.
Personaly, I leave the Zbrushing for the wheatering aspect of the model while I do the majority of the high poly work in Max, just because it is usualy easyer to do.
The model looks like it has quite a few sharp angles on, angles that may not turn up well with the normal map. Would give it more meat before considering bakeing.
Your typology is a little bit all over the place too, with wires being packed in small places and spaced out over larger areas. Not very even.
UVing looks like its gona be a pain hehe. Remeber to over lap and place seams efficianly for optimum resolution. Hope that helps.
Kessler damn right it is
whats_true thank you very much for the feedback
I plan on using Zbrush because a lot off the little organic details seems like they'd be easier to achieve in zbrush considering I don't want to jump the poly count, which is 6,430 any higher than it has to be.
I can definitely see what you're talking about the topology, figure I'll cut out the edges on the little leg joint parts and add them to the armor plating.
Thanks again XD
edit: and for some reason the normals of the wing got flipped in zbrush but it doesn't matter much since its all going on the same uv location and will be double-sided in max.
Harry: Hehe, was that first look from the pre-zbrushed model? Either way, thank you.
wait..wrong game..
i like your robo.
d00kie: Thanks dude, 6 my favorite final fantasy. On the snes, but was epic and cinematic without the use of FMVs
Spec Map
Diffuse map
Please, any feedback is greatly appreciated.
Diffuse
Spec
So both textures are weak or just the spec? I've been trying to find a good tutorial for spec maps because I know I need help in that, I painted the detail the best I could on the diffuse but if I need to take it further any ideas?
thanks again!
Both. Overall you have very little material definition, few fine-level details, etc. Your darks are too dark. You have very little believable wear, grime, dirt, etc. You have colors, rather than materials, in the diffuse. It looks like you're painting a lot of lighting information rather than letting your lights and normals control that.
Your spec is just a contrasty diffuse, which is very, very, wrong. You should be using it to define the color and amount of spec each material has - for example, your black metal should not have a black spec, it should have a white spec. Use more layers and masks - I typically have one layer set for my diffuse with each material masked off (and then other layers for grime, wear, etc) and then duplicate that and change the contents of each material completely. You should never be generating a spec map from a flattened diffuse.
uneditablepoly: yeah, after looking at it on a different computer I'm seeing how dark it is, I think I need to readjust the gamma on my laptop.
Ghostscape: Thank you for taking the time to go more in depth on your explanation, I will definitely try to work more with layers.
MattQ86: That's great I really haven't thought to use zbrush for anything besides sculpting my normal map.
whipSwitch: Yeah everyone's been really helpful, thanks I'll head back to working on the diffuse a bit more. Yeah, that's something I have a problem with that I get so excited to see the finished product that I skip the steps on the way >.< .
Did more work on this, found it really hard to separate laying down highs and lows on the texture map for the look of the material and not for the specular, and to let the lighting in the scene and the spec map do the work. After that I went back and worked out my spec map from the updated diffuse.
Heck, could even try doing a levels on the entire thing and to tone down the darks to see what looks like.
Also, its good rule to have the SPC map be very contrasty, while the diffuse be somewhat more flat. you go to think what parts of the metal will actually catch light and make it bling. Will you see a reflective surface off of rust? How about copper. Will you see it in deep crevasse or on the surface of things. Metals also give off certain SPC colors as well. Metal is usually a tint of blue, copper a orange or yellow, exhaust pipe ends a rainbow effect. Keep working on it.
Yeah my teacher said the same thing about the head piece, I was holding back because the concept if very dark, but I figure with 3D you have to let that go in the translation from 2D. I want to keep it minimal but you're right about it being hard to read.
The armor is supposed to just be a prop in a full scene, city and all based on the work from amano, so I finally got the base of it done.
Any Feedback greatly appreciated .