Hey guys, long time lurker 1st time poster.
Recently finding myself unemployed I've decided to use the time on my hands to build a folio, so I've returned to a Harry Callahan character I began for a challenge here but never finished. If you pros can give me a few texture tips I'd appreciate it.
It currently weighs in at 700 tris with a 256^2 map.
I'm also looking for a tut to build a quick rig to help me pose him.
Hopefully I've posted in the right place and hopefully I can contribute to your community.
Thanks,
Chris.
Replies
So awesome to see you here man. Just wait till Emil see's this. As I have mentioned to you before I am really digging the style. The face especially is The strongest part at the moment. I would consider making his index fingers a little shorter and a little less fat. Possibly consider making them planes instead of cylinders.
..............http://www.tomtallian.com/........................ Awesome ref and fantastic technique.
I am so glad you are on board and I am sure you will receive all the help you need over here with Polycount. Try over at GameArtisans too.
D.
Good to hear from you man.
Voud.
From what i see right now, i like the cartoony proportions and the textures good, But he looks like hes in an awkward pose.
Imo The hair lacks some detail. I'd paint some hairpatches, highlights and darks in it. The shading on the face is a bit desaturated and coukd be a bit stronger. For my taste I'd go with more saturated shaded areas.
Thanks roosterMAP, but I'm not quite sure what you mean about the
elbows? Id appreciate it if you could be more specific?
I am notorious for having desaturated stuff, I think I am afraid of colour...but perhaps it could give it a bit of an old movie vibe..not sure. As for the pose...well I hope I will be able to iron that out in rigging...so many uncertainties..well, I need sleep! But thank you for the great advice.
- Not sure what happened to the feet, hopefully they're buried in the ground?
- Careful with the use of black as a shadow color, probably stick to a darker value of the surrounding colors instead.
- Have you rigged him up yet? Low poly joints/skeletons are a science unto themselves and one that is best left up to experimentation, trial and error.
- The knee joint could probably be simplified and the wrist might need some more geo but it all depends on the skeleton.
- Whats with two .44 magnums? Just felt like mirroring it also?
Nice work so far keep it up!
I will definitely be more careful with black in the future. And now I know a bit more about geometry.
The two magnums are due to some poor planning in my UV phase, but I am very reluctant to go back so it will stay, I will just pretend that its an "extreme" harry. Anyway, here are some updates...but I think I'm done with this fella for now...another mostly unfinished piece. But I am enthusiastic to get started on something new.
All of your advice has been tremendously helpful in learning. Thanks.
//mason
The idea is basically an evil type of pixie with a spear, kind of cliche I guess but I'll try and put my own sort of spin on it. I'm going to try and give the naked figure a good shot, but I may end up covering her up for decency's sake. The background/ base will ideally consist of mushrooms and bio luminescent globule things..
The count is around 3000-something but I will probably hit 4k with hair. I will possibly hit up a 512 texture for the body and a 256 for the extras if necessary. Not too sure about that at this stage. The mesh will be cleaned up further before unwrapping, but please let me know if you have any good advice about the shape.
Thanks,
Voud
Aesthetically you're off to a good start. Once you get your geo sorted, you should have the beginnings of a nice piece of work.
Thanks for the advice.
Thanks, Chris.
It's pretty common to get burned out on a project, and the best thing I've been told (and do) is to work on multiple projects at once and bounce back and forth. When you feel yourself getting frustrated or losing focus, put it aside for a short time and start doing something else. The great thing about 3D is you can always come back to it!
Yeah I feel you on that one I'd say I spend about 80% of my freetime creating art 90% of the year. Eventually it's only natural to need a break. So I take a few days off hang out with my friends, go to a pub, watch some sports, play some games, go for a hike... just get my mind off of it for a few days. After a few days away I'll start getting the itch again to make some art and bam there you go!
with the environment work...its easy to get bogged down, sheer perseverence helps but good workflow is extremely important, looks like you were texturing that uniquely, that going to take a long time, tiling textures and assets are a god send and env artists best freind if you want to make anything more ambitious than a vignette
but this is coming from someone who rarely does any work beyond experimentation and greyboxing outside of work these days...
Thanks Spitfire, so much more to do though and I don't know where to begin ): Your website has some cool stuff on it!
Here's how I'm planning on doing the back, trying something a bit different.