Hi all,
Been working on trying to establish my portfolio, so I figured I'd post this little guy up for critique.
These little buggers hang out in trees and cause a great deal of discomfort to any who disrupt the sanctity of the forest. With Chameleon like skin, they can become nearly invisible to the naked eye, perfect for ambushes.
I'm sure there's improvements that can be made to the topology, and a few smoothing errors here or there. Any suggestions are welcome and appreciated though.
3700 triangles, 2048 diffuse, 1024 spec/normal
Rendered in Marmoset.
Also, here's a quick concept for a "blank" version, without his camo active, maybe for after death.
Replies
way too many tris in areas that dont bend, or need to deform
if your doing a normal map let it do its job,
you have tons you can reduce without affecting the silhouette.
Just because tri budgets are higher now, doesn't mean you should use them up when not necessary.
I like the diffuse though.
p.s. i'm a newbie so dont take everything i say to heart, also did you start from zspheres in zbrush? Because it kind of looks that way.
I essentially used this piece to learn basic 3ds max (been using maya in school,) retopo, and normal map/ ao baking in max.
Thanks for the input!
Edit: minor update to spec and normal, working on cleaning the topo now
Its sad how you didnt bother doing the retopology.
The texturing isnt greay either. Seems you overlayed the texture with a scratched metal image and thats pretty much it (other than laying down the flat colours).
I really think you should have retopo'd it as i think using those zspheres as actual ingame meshes is foolish, whatever the case.
I also dislike how much the whole structure resembles a quick zsphere model
If youre learning something and doing just THAT aspect of the character and leave the other things out, how can u put this in your portfolio. Generally a level of consistency in a folio is an important thing for employers, they dont really want to see large scale improvements over the course of your portfolio IMHO.
Hope i wasnt too rude
Going to take it back to zbrush and do some fine details, and then redo the diffuse.
On top of that, you seem to have put some leaf-textures in his texture in hopes of that giving him 'detail', which i think is the wrong way to go about it. The detail doesn't support what's there in the mesh/normals, and actually serves to flatten those because of that.
Painting over him in photoshop might help to give you some ideas on how to make him more of a character, and to have him look more memorable. Especially the face (important as it is in defining character!) is lacking definition.
keep at it!
I know some people can get pretty anal when it comes to tricount, but 1680 is very low for a character in this day and age, hell the first mesh at 3700 is relatively low as well, while there was some areas that could have been optimized, it didnt need to be cut in half, as you should be able to see there that the mesh looks much worse that jagged. You should let the normals do their job, but adding shape to the silhouette is *NOT* the jobs of the normals.
Now, going back to the design stage a bit and trying to come up with some more interesting shapes and a nicer silhouette to spend a more tris on is definitely a good idea. Looking at the above thumbs, you still have some very tubular designs on most of those.
also, the leaf texture actually looked kinda good, made him look as though he had veins showing through his skin. and i love the eyes.
More like an armor-type carapace, with spikes for climbing and other more frightening utility.
These are important question for number of tri's and loops
-will this be animated
-what roll in a game will this character play (main, background, enemy, cinematic)
-what platform is it aimed at
-What parts of the body are hard surfaces, what are soft
so basically, take what i said, and what earthquake said, with a grain of salt, ask yourself these questions, and make decisions.