Hello everyone!
It´s been a while since I posted something and here´s my latest personal WIP. It´s Joe Cabot character from Reservoir Dogs. For those who are not familiar with the movie and/or the character:
I´m working on cleaning the old stuff from my portfolio so I might try to do the whole band.
I don´t have too much time to work on it, but I already do have lowpoly version, normal mapped (although the head maps will change. I need to sculpt in the hair and generate map again) and started on texturing. I´ll try to make some nice screenshots and post asap, but for now take a look at the hipoly model.
The expression in his face is rather clean now, yet the likeness will be more obvious in finalized version (I´d like to try to make a face-rig).
See you later with some progress.
Replies
Also, how do you approach your clothing? it's really convincing, haven't seen too many nail clothing like this. Thanks and please update:)
The only thing I see to crit is the front of the pants look too full. Sort of like they are not fitting snug against his junk, like I'm sure they would. Anyways, Looking awesome. Makes me want to do a full character sculpt now.
killingpeople - I didn´t understand a word, but thanks
ENODMI - thank you very much. That portfolio is very outdated. Deniro model is from around april ´09. I´m going to move all the stuff from the gallery section into mausoleum section. Joe Cabot will be the first thing to go into my new gallery. And as for clothes - I´ve been working a lot on clothes lately for clients. I´m still not 100% happy about the jacket sleeves so it might be changed later. I´ve been using lazymouse a lot lately, with standard brush (or inflat brush, depends whether I want sharper or smoother fold), focal shift usually around 90-95 and very low brush intensity. That way you don´t have to be perfectly accurate with just one precise stroke building your folds one by one, but rather create major forms with multiple strokes. Later on higher subdivision levels when all the major forms are laid you can use higher brush intensity and define the folds a bit more. Pinch brush might be good to use too, unfortunately Zbrush crashes quite often when I use pinch brush (usually the first stroke is quite risky), so I´m trying to avoid using it. Also, crashes are one of the reasons why I´m not recording the progress.
ScoobyDoofus - bigger? I´m working on 1680x1050 resolution so I was worried it´s going to be way too big. as for colors - I´m about to move on to the diffuse map. I had something before (not much though), but I had to do some changes on hipoly and make new bakes, so I´ll start with diffuse texture from scratch.
BradMyers82 - Thanks for comment. I was following couple reference pictures, but it was quite hard to find a good one that would fit his figure.
And now some progress..:
It´s all lowpoly model, I used Xoliul´s viewport shader, it only has normal map attached (the glossy ones are using specular color). Later when I have some time I´d like to make fancier screenshots.
See you later with some textures.
I love this piece though. Amazing job.
ApolloX88 - thanks for critics, I see what you mean. I was going to rework that area in hipoly and rebake, but I got busy with other things and I was especially looking forward to texturing this so I left it the way it was. But thank you anyway.
And now, after a very long time, progress:
I decided to try 3 point studios real-time shader (now it reminds me that I wanted to put a label on the screenshots) this time as I felt like I could control the result a bit better than with Xoliul´s shader. However, in 3PS shader my textures look too dull. Therefore any crits, comments and advices are more than welcome. As you can see, I´m not a texturing expert, so any advice will do.
PS: It´s way too late now so I want to upload also texture shots sometime tomorrow if I find some time left.
As for the colours just google some jackets check out some wear and tear on them, fadings etc and try translate it across to yours Other then that it is a damn nice bake
I find that the engine/shader you are using has such a massive impact on the final result, you're better off deciding early on what your target is, and aim exclusively for that.
Something I've tweaked for Marmoset will look way off in Xoliul´s shader or 3Point or UDK and visa versa.
Why not try photosourcing them textures?