Just a bit of fun, Ive got the Frank Frazetta ICON art book and was inspired to try and make some of the armour seen on the cover or at least emulate the colour scheme and style. Might also make a male warrior to go with this, not sure.
the reference
and heres the armour so far
Replies
I agree. any specific tips on how to achieve this?
Im really not using the 2048x2048 as much as I could and it would probably look similar at 1024x1024, so there is still room for alot more detail even with the not so great uv map.
A few things:
It looks like clay to me at this stage. Everything is so soft. Sharpen up the normal map maybe and it could possibly fix that.
Add some noisiness to the spec map maybe to break it up some.
I'd say go back and use a harder brush on the diffuse map. I can clearly see your brush strokes on the axe and it stands out ever so gently. You could break that up as well.
either way, very good start i'd say.
yeah I think I got a bit obsessed with giving things equal texture space using the checker texture and forgot to just cram it all in more.
Thanks dookie, Ill look into that, I did turn sharpen right down on marmoset to get everything to look more soft and painterly so that might be adding to the soft clay look you speak of. Im wondering wether to use some subtle overlay photo textures but Im a little scared that would ruin the effect as all textures are hand painted at the moment
here it is with sharpen on in the mighty marmoset
But I agree about the UV layout. The axe blade might have benefited from a few more pixels.
thanks! sweet layout vig! I never thought of rotating the helmet like that, I have to admit uvmapping is probably my weakest and most disliked part of the game art process :P
and heres marmoset
pics taken out due to bandwidth
can i haz lamenation of teh wimenz?
Other'n'at, diffuse looks loads better, love the straightforward geometry. Also, the horns and wood on the axe looked a lot better back in the first picture... less gloss/spec. Specular maps are great for implying material variety, but too much can make it look pretty plastic IMO. Oh, and nice subject/style to replicate. I dig it. :}
thanks vrav
I drew some lumps on the axehead and then used the flatten brush on them hoping it would look hard/chiselled but I guess that isnt the effect it come out with at the end, Ill have to work on my texture sculpting more. Will show the highpolys soon.
The axe, horns, wood specular isnt majorly different to in that first pic just added more grit and colouration, might just be the angle of the light and the rendering making it look different.
Achmedthesnake, thanks haha I tried to see whats going on in that painting but I only have that book cover to go from so it wasnt easy. Got lots of respect for frazetta and his elite painting skills
highpoly
http://frankfrazetta.org/images/frank_frazetta_warrior.jpg
agree with that nrek, Im fighting against my urges to just make him a typical superhero/spacemarine build, I think it will make a more unique piece if I can get closer to the original style so Ill work on the things you mentioned soon.
I changed his proportions, mostly the head and features there to look more like the frazetta painting I referenced earlier.
havent had any time to refine the forms more and add detail.
* edit - well I kind of fixed it with texture painting, it will never be quite what I wanted but I guess Ill treat it as a lesson.
maybe tone down the lines going to the eye and by the mouth.
quick paintover after the frazetta painting:
also reduce the height of the eye and mouth.
vvvery nice work mann, now give him sum pantene shiny locks and he's good to go.....
dejawolf the paintover really helped, Ive been looking at him too long and it was hard to see what was wrong. That said I couldnt implement all the changes because the normal map started to get screwed up if I contorted his face too far but I did try to make him more like your paintover.
heres some playing around in marmoset, could be final Im not sure about the hair though.
yeah I wasnt even planning on making this character, when it started I was just going to do the armour.
thanks, good idea I will post wires when I can. I agree with all your comments, I didnt realise quite how low poly he was until I tried to pose him and the elbow looked a bit wierd and the fingers look to chunky. The hair only looks nasty because of marmosets alpha settings otherwise I would have used an opacity mask. It is only 7206 tris for the whole scene
- pity the low poly shows up when you pose - maybe 'slighty' edit the mesh in max w/ preserve uv's on (or off i'm not sure witch) and get those vertices in the right spots for deformation (especially the fingers) - - unleessss he's a Cimmerian piano player...then he needs the delicate long fingers....