Hello! I haven't on here before but I've seen some amazing game models. I've posted sculpts on other forums before but not my game models so I thought where better? I wanted to create a character which would be different from the female characters you usually see in games(ie bikini chick with a gun) so I created this gypsy partially inspired by that bit in 'From Russia with love' where the gypsies fight with each other(it's hot!:P) Modelled in Modo and Max, sculpted in Zbrush, textured in PS and shaded and rendered in the fantastic Marmoset Toolbag. Comments and Crits welcomed!
Replies
You'll need to edit your post in order for us to see your images. place your image url inside of the [IMG]tags like so:[/img]
here are some more pics:
Perhaps, the shoulder needs some loop, to be a bit less angular. I think you should try to reduce the lightning intensity, which is actually too strong (pure white areas). Perhaps try the skin environment channel model in marmoset engine (with a purple/blue skin specular). Finally, the jewelry metal shaders needs to be darker and with some bumpy spec (again the lighting doesnt help).
Caseyjones: thanks I was paranoid it was just me who couldn't do it, I'm all in favor of no ads!
Gav: cheers I've baked in some AO to the new model as suggested
Orb: I had trouble with the lighting in marmoset, I read that shady is a good one to use but I find it blows out the light parts of the model too much, I've tried to get a less extremely lit render, I also added a loop to the shoulder to make the silhouette a bit nicer. I altered the spec map for the jewellry but I'm worried it looks too dark? It looks great from certain angles but doesnt show up too well here.
P442: I moved the proportions of the model around a bit based on what you said and also changed the lens angle in marmoset, I think it was set too wide which was making my model look more wrong than it is. I added a normal map to the eyes, although I'm not sure how well it comes across. it certainly breaks up the spec a bit more.
Sauron:thanks!
Only thing i dont like abit the model is her shoulders,they still look like they could use less noise and more spec-loving to make it pop more. I think the feet are a bit pale as compared to the rest of the skin...must be the lighting though?
NOw make a pose + pedestal!
The normals look nice and detailed, good folds there, but the diffuse is just far too flat, it's really hurting the end result.
Also I wonder why you have all that lowpoly geometry detail around the nipple area of the breast? There's just cloth there, I don't see any reason to have geometry like that, you never see it, it's a waste.
I'd say it's a decent model and texture on the verge of being very good. You just need to do another pass on the texture to get more depth into the diffuse (mainly shadow and AO as suggested), a little dirt and wear would hurt either.
Keep it up!
konstruct: Thanks!The choice of colour was decided to make the gypsy costume look thrown together, but I know what you mean, I have baked in some shadows.
butt sahib:Cheers! I edited the ao as suggested and baked in some shadows from a skylight. It was tricky to get shadows from all those alpha cards and bits! Took ages to render! I think it works well on the coins on her head and on the waist though I agree about the shoulders so I edited the diffuse and spec.
Mop: Hey Paul! It's Finlay here btw, How's it going? I added some dirt and wear and tear to all the cloth and broke up the spec a bit more on the metal as per your suggestion, and I have changed the topology on the chest so there is less waste. I know there are still blown out bits on the spec but I think this was the best result of the lighting options in the marmoset engine,here are the pics:
Once again. Great hands
I personally love the face btw
I like how the hair texture works but many of the other textures have less saturation and feel dull, almost like a base color + AO multiply alone,- it needs some extra tone or flesh colors that make the surfaces come more alive.