Hey all, I wanted to make something that could fit in a sci fi universe. Special thanks to Vitaly Bulgarov's Gnomon DVD which really helped me with proportions and hard surface stuff. Other inspirations were Blizzard's Marine Cinematic and Robotech. C&C always welcome.
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Any how great sculpt, keep it up.
Cheers
Grok5620: ty man, I tried reworking the wrist a little for additional movement.
PeterK: thx, I really wanted a good sense of weight for him, I'm glad it shows.
makecg: ty ty!
crazyfingers: I tried stretching or elongating the facial features a bit to try and correct the sunken feel.
Gallows: thx! I planned for the kneepad to follow the shin, maybe I could bolt it down on the bottom to convey that a bit better.
jmiles: ty, I dont know if I'll go into textures yet, frankly I want to start applying to more studios and that can be a full time job in itself . I'll probably come back to him though.
I'll try and post wires soon.
Aside from that - the face looks great and definitely fits well into the model.
Good job.
tehrobster2: thx mang
paulsvoboda: ty, I think you're referring to the vents? Yea, my line of thinking was some exhaust port of some kind for the engine.
crazyfingers: thx yo, it was great meeting you at GDC!
roosterMAP: ty I'm excited to get texturing
Some pics: he stands at 20,000 polys with 2x2048 maps right now, shown with normal and ao
I think the mesh is having some odd triangulation issues in areas, some edges look like they need turned - bunch on the boots, arms, some torso, head fins. I think you could go back and refine & sharpen up the highs, and reprocess out a normal for some parts around the knee, image:
those two areas look a little soft, and like they didn't have their normals carried over as well as the rest of the model.
cool shit! cant wait to see it textured
moose: thanks man! Yea im noticing more bake errors as i go along, not sure how to fix em though. I'll definitely give what you said a try.
MoP: ty, ive been a fan of your work for a while now.
Mechadus: thx mang
raul: Yea I know i could shave it down a heck of a lot more but its a portfolio piece. I've done lower poly counts b4, on this one i sorta just went over the top.
EarthQuake: I baked it in xnormal ver 3.16 and I'm viewing it in 3ds max 2009. He's made up of 24 elements, head, torso shoulderpad, etc with autosmoothed polygroups at 45. Just learning as I go so any tips would be awesome.
achillesian: ty
Try baking with 1 smoothing group over the entire mesh and keep one smoothing. Have you tried the 3pointshader . Use the high quality normals modifier and never suffer in the max viewport again! I'm not sure if it fixes xnormal bakes or if xnormal needs the modifier fix but I do know it will correct xnormal photoshop plugin normals.
Hope this helps!
-Phil
Spark
phillip.bailey: no i haven't tried that shader, thx for the link. I'm excited to check it out. Also ty for the tips, they are most appreciated.
Spark: Agreed. I'll see what I can do.
The only crit I can offer, which I guess is a bit too late in the process, is that the wings seem a bit on the small side to me. With how big he is, and how he probably weighs a ton, they'll need to be much bigger I think in order to support that weight.
Good stuff man
Bigjohn: ty, I dig your clansman alot too! The anatomy is just awesome on that guy. The wings here were more to help with gliding than actually lifting him up into the air, while the jet engines would handle that job.
ok hes at 21ktris now instead of quads, i know that's still alot but i'm gonna go ahead and move forward. Started texturing and settled on a color scheme i like. Still a ways to go.
amazing work!
Flow: thx, i was hoping for that.
roosterMAP: tried to push the scratches a bit, hope ya like.
think i might be done.
I did like the blue version more though, but that's just personal preference.
Now, since this is a portfolio piece, make sure you take time working out presentation sheets. That is seriously important, can't wait to see what you come up with!
Good job so far, keep up!
I did a quick test in PS with levels and wow can that guy look way better than what you have rendered. There is hardly any contrast in those renders. I'd bump up the darkness on the paint colors and darken the metal color. Crank up the contrast on the spec map so that the metal bits really can shine and show what they are made of. This guy can look amazing if you let the details that you have made pop more.
BradMyers82: thx! I'm not sure what to do for a presentation actually. Always thought less was more but I'll see what I can cook up.
[HP]: thx I wanted him to look right at home smoking cigars if need be.
Thegodzero: after i read your post I went back and tried to bring more contrast to the maps. Great tips btw ty.
Moosey_G: I tried to put more glowy stuff in his armor and i feel like it did create more points of interest, ty. Also i put more silver on his legs to try and break up the red.
maybe go about a gloss and reflectivity map aswell