The model looks way to blown out for the BG, you've got an overcast sky. I'd drop the intensity of the light and maybe give it a touch of colour. otherwise it looks awesome!
So its been awhile since I didany 3D so I wanna make another piece. It's going to be a cartoony, demon cowboy. I did a quick sketch of what I'm thinking. I'm gonna figure it out better when I'm modeling it.
Ok I'm getting ready for my next project now. Heres a concept I made, I'm not completely satisfied with the armor. I'm going to either do some more sketches orjust conept the armor in 3d.
Getting closer, still need to do the horns, shoulder pad, pelt and then go once over for details and clean up. I'm not sure if I should add some more flames to the top of the helm, I kidn like the contrast of the smoothness.
Lazerus Reborn: Thanks, heh ya it was a pain to texture. The reason its like that is for 2 reasons. First off I wanted to have zero mirroring and secondly its split up so much for proper normal map display. Every time there is a hard edge of 90 degrees or more theres supposed to be a split in the UVs. Well I didn't consider this so much when I was making athe high-poly and ended up making the model completely out of 90 degree edges and lots of small parts...this make tons of uv shells... I ended up using mudbox for 3D painting which helped a lot.
Ok I'm going to call the high-poly done and get to work on the low poly.
Ok so I got the low poly model baked and mostly textured. I have some clean up to do and some nasty seems to fix. Also I think i'll add some image planes for the pelt.
It looks good, but it's lacking some painted accents to make it pop like how it does in your hi poly. Aside from geometric flow, the edges are hard to see right away, this madman is probably running down his victims and scratching up his armor, especially around the edges, where it would be lighter.
Same for the clothing, it needs some of that wear feeling, soft accents of lights, darks, and dirt.
Your gold has some accents which help it, although loses inconsistency with other parts. Bigger issue I have with the gold is the murky paint job, it's hard to pick the forms and dimensions out.
Lastly, the horns need accents, but also a bit more range in color, or maybe less saturation.
I think an overall accent and shadow pass will really make it pop. Great progress so far. Keep going, I'd want to see you get in!
Looking pretty good. A bit too orderly, but hey, I'm sure it's not the final look. Bricks and roof are looking the same, might want to change the shape of the roof, they look longer than wider in the concept.
Solid start though, I see a lot of modular play with textures. It looks fun, I wish I had the time to tackle something like this. Keep it going my man.
Getting closer, I still need to do some benches and tables, weeds and grass, and then some nick nacks like lanterns and pots. I think I'm going to move the chimney to the rigth side of the tower also.
took some time off from art due to busy holidays and getting sick but I'm getting back into it.
I had an idea for a Monster Hunter type character but instead of using the monster bits to create armor, it'd be cool to use the bits to make a mech. I may persue this in the future, not sure yet.
Thanks Frozan. I tried playing with the shadow colour but I was having trouble figuring out the best way to control it. If anyone has suggestions, that'd be great.(I'm using udk btw)
Nearly finished, just going to add a few more doodads and a window texture. And possibly paint my own sky.
Replies
Reminds me a little of the battletech.
Here's my construction page.
ps. V.A.V. stands for Versatile Assault Vehicle
Here's my the original character:
Here's my concept:
Here's my high poly:
and here's where I'm at with the low poly:
I still have a lot left to do on the texture, I want to add grunge, high light the edges and a few more details.
C&C would be great!
WTF? have you tried to mirror half of it maybe? :P
Hboybowen: Thanks
Cap Hotkill: For that porject I didn't want any mirroring
Ok so the texture is almost finished. Some small fixes need to be done. I added a lot of grunge and a beard!
Ok heres a quick bake in xNormal
ANd here is my very basic start..
I need to ask though, The vanguard UV, How-why? is it so large???
More importantly, Are you bat-shit crazy for painting all that??
Ok I'm going to call the high-poly done and get to work on the low poly.
Same for the clothing, it needs some of that wear feeling, soft accents of lights, darks, and dirt.
Your gold has some accents which help it, although loses inconsistency with other parts. Bigger issue I have with the gold is the murky paint job, it's hard to pick the forms and dimensions out.
Lastly, the horns need accents, but also a bit more range in color, or maybe less saturation.
I think an overall accent and shadow pass will really make it pop. Great progress so far. Keep going, I'd want to see you get in!
Ok here are the final shots. I;m not happy with the fr but i ran out of time
I'm plannign on making the entire scene, heres the building blocked in.
Solid start though, I see a lot of modular play with textures. It looks fun, I wish I had the time to tackle something like this. Keep it going my man.
Some more work, mostly just focused on the left part. I'm going to add the same detail to the rest after.
I had an idea for a Monster Hunter type character but instead of using the monster bits to create armor, it'd be cool to use the bits to make a mech. I may persue this in the future, not sure yet.
Nearly finished, just going to add a few more doodads and a window texture. And possibly paint my own sky.
And I got to work on my next project. I want to do a stylized character and small scene. Heres a concept I made up.
I'm gonna use a similar shader to this one I made.