Hi people, here is one of my latest models, it is almost finished, I need to improve a bit the textures, pose the model and work on a good illumination and render.
I hope you like it, as always crits and comments are welcome
this style really doesn't appeal to me, and I think it's a little old news— that said, I have to give you MAD RESPECT, because he does look awesome! that second pic....woah
the bags under his eyes are kinda abrupt and well.... he kinda looks boring.his costume isnt very elaborate(im not saying it has to be giant and flowing)
Yes I do, I stopped work on this model for a couple of months because I'm really busy, but when I have some time I'll pose it and I'll make a nice render
this style really doesn't appeal to me
I do it to have a more realistic character in my portfolio (the most of them are monsters and creatures) but is not a really realistic guy, he's a bit stylized.
the bags under his eyes are kinda abrupt and well.... he kinda looks boring
I exagerate all the detail a bit on the Ztool to get a nice nice normal from it, I also try to put a neutral expression on his face
wow that's some neat job, tucho!
i like the book and how accurate lowpoly is.
on the crit side: i'd fade that specular on his clothes out, make his face texture less plastic and more natural(spots, color variation)
thanks for the wip shots!
this style really doesn't appeal to me, and I think it's a little old news that said, I have to give you MAD RESPECT, because he does look awesome! that second pic....woah
I feel the same way, I don't really like the style (not YOUR style, I mean the fantasy setting and the realistic approach) but I have to admit it looks really good. I'd love to see it in realtime though, I personally think that rendering game-res models in mental ray or whatever it is that you've used detracts from the model itself and kinda makes it look worse. I think you'd benefit much more if you put him in a really cool pose and tried Marmoset, maybe put him in Unreal or use Xoliul's 3dsmax realtime shader. :thumbup:
on the crit side: i'd fade that specular on his clothes out, make his face texture less plastic and more natural(spots, color variation)
thanks for the wip shots!
Yep, I have to improve the current textures and create another ones: glossines, environment mask, etc.
I personally think that rendering game-res models in mental ray or whatever it is that you've used detracts from the model itself and kinda makes it look worse. I think you'd benefit much more if you put him in a really cool pose and tried Marmoset, maybe put him in Unreal or use Xoliul's 3dsmax realtime shader.!
Yep, I agree, I made some tests with U3 and Xoliul shader, probably I'll use the last one to get the final image, I also tried with marmoset but I don't like the result with this model.
thanks for your comments guys , I'm glad you like it.
I had some free time last days and I worked a bit on the pose, here is the first image of the posed warlock... with a crappy skinning, I have to improve it a lot, but skinning is not one of my better skills :S
well, for this reason I put W.I.P. in big letters on the picture
I don't know how I'll compose the final image, but I don't want to put a flat background, this picture is just a test
Yeah, man, I understand, it's more of a personal gripe. It's just that IMHO you're not gaining anything with this, it takes you longer to "compose" and it sort of detracts from the asset itself, so personally I'd just ditch the effects altogether.
My crit is same as Goraaz, fix that hand. Doesn't grip properly and comes off stiff.
Also that solution with chains that holds the book ought to somehow weigh down on the clothing? At the moment that book feels more like an empty handbag of some kind imo.
This is a great character, and I think it turned out well with the final product. And now onto the criticism. The scull on the head of his staff is cool, but it's way too shiny right now. And I also think the texture for it is way too dark. Dial back the reflectiveness of the body of the skull, and leave the horns shiny. I don't know if you were trying to make that part look metallic or not. But I think it would look better if the body of that skull was made of sun-bleached bone.
Finally I had some free time to finish my warlock and compose the final scene.
I "rendered" the character in realtime with Xoliul shader (thanks to Laurens Corijn for this awesome dx shader ) and I rendered environment with final render (because realtime shaders have some problems with alpha ordering). After I compose the final picture in photoshop and add a bit of DoF using the Z depth map.
Another picture with the hood and different illumination
Finally the wire and textures
I hope you like it, as always crits and comments are welcome
great sculpting! The spec and materials feel a little off to me though, I really think you could push it more.
The bones almost feel like they're made out of metal or bronze, though it might be that you just have your scene lights way too close to the model, as you're getting a huge light cast on his forehead and face that seems to detract rather than add to the presentation.
Great work, the very last screenshots read well! My only critique; The linked chain scale seems odd/off and having bigger skulls (especially the middle one) might give a visual pump to the flow of the character's fabric.
Nice work man, I had to model a ram's skull for work and it was annoying to say the least, so nice job here. Also with the hood on, I would've loved to see more shadows in the face as it appears too bright or lit evenly, throws off your lighting efforts here imo.
thanks for your comments guys, I'm glad you like it
The bones almost feel like they're made out of metal or bronze
In fact in theory they are made of the same metal than the stick with golden paint, you can see it in the image below
though it might be that you just have your scene lights way too close to the model, as you're getting a huge light cast on his forehead and face that seems to detract rather than add to the presentation
I would've loved to see more shadows in the face as it appears too bright or lit evenly, throws off your lighting efforts here imo
I'm quite bad lighting scenes... I need to learn a lot about lighting
My only comment on the presentation is ditch the chromatic aberration, or at least minimize it
Yep, I normally exagerate a bit the chromatic aberration, I think this is a question of tastes, some people like it and another ones hate it.
Looks like I'm late to the party.
Awesome job on the character man. My only crit, and it's way too late at this point I know, is that the silhouette is pretty weak. I realize that a lot of it is because he's old and he's wearing a robe, but I still think you could have made the silhouette more interesting. So... great job on this one, on the next one pay special attention to the silhouette and nail that first.
I really like the way the Dominance war III winner mentioned silhouette, Dimitry Parkin:
To get this entry done must have been no easy feat. Tell us about your working habits? Basically, what's your secret to your apparent success?
Well, above everything else, I primarily focus on making the silhouette look good. This is a general impression of the piece and it has to have the right sense of 'character'. If I've gotten the right sense of weight and mood, then the character will feel more alive to others and myself. I also spend most of my time on the sculpting stage of my work. I find this to be the most pleasing part of the process, and I’ve had a number of years of experience with Zbrush. This experience has been a big plus in my career and in Dominance War.
Replies
Yes I do, I stopped work on this model for a couple of months because I'm really busy, but when I have some time I'll pose it and I'll make a nice render
I do it to have a more realistic character in my portfolio (the most of them are monsters and creatures) but is not a really realistic guy, he's a bit stylized.
I exagerate all the detail a bit on the Ztool to get a nice nice normal from it, I also try to put a neutral expression on his face
i like the book and how accurate lowpoly is.
on the crit side: i'd fade that specular on his clothes out, make his face texture less plastic and more natural(spots, color variation)
thanks for the wip shots!
I feel the same way, I don't really like the style (not YOUR style, I mean the fantasy setting and the realistic approach) but I have to admit it looks really good. I'd love to see it in realtime though, I personally think that rendering game-res models in mental ray or whatever it is that you've used detracts from the model itself and kinda makes it look worse. I think you'd benefit much more if you put him in a really cool pose and tried Marmoset, maybe put him in Unreal or use Xoliul's 3dsmax realtime shader. :thumbup:
Yep, I have to improve the current textures and create another ones: glossines, environment mask, etc.
Yep, I agree, I made some tests with U3 and Xoliul shader, probably I'll use the last one to get the final image, I also tried with marmoset but I don't like the result with this model.
nice stuff!
I had some free time last days and I worked a bit on the pose, here is the first image of the posed warlock... with a crappy skinning, I have to improve it a lot, but skinning is not one of my better skills :S
Seriously though, don't overcomplicate your presentation, simple is almost always better.
well, for this reason I put W.I.P. in big letters on the picture
I don't know how I'll compose the final image, but I don't want to put a flat background, this picture is just a test
Yeah, man, I understand, it's more of a personal gripe. It's just that IMHO you're not gaining anything with this, it takes you longer to "compose" and it sort of detracts from the asset itself, so personally I'd just ditch the effects altogether.
Cool character btw!
My crit is same as Goraaz, fix that hand. Doesn't grip properly and comes off stiff.
Also that solution with chains that holds the book ought to somehow weigh down on the clothing? At the moment that book feels more like an empty handbag of some kind imo.
Finally I had some free time to finish my warlock and compose the final scene.
I "rendered" the character in realtime with Xoliul shader (thanks to Laurens Corijn for this awesome dx shader ) and I rendered environment with final render (because realtime shaders have some problems with alpha ordering). After I compose the final picture in photoshop and add a bit of DoF using the Z depth map.
Another picture with the hood and different illumination
Finally the wire and textures
I hope you like it, as always crits and comments are welcome
That expression and look of the character in the latest image is great.
The bones almost feel like they're made out of metal or bronze, though it might be that you just have your scene lights way too close to the model, as you're getting a huge light cast on his forehead and face that seems to detract rather than add to the presentation.
nice work, though! I like it.
you kick ass !!!!
Nice stuff.
~t
In fact in theory they are made of the same metal than the stick with golden paint, you can see it in the image below
I'm quite bad lighting scenes... I need to learn a lot about lighting
Yep, I normally exagerate a bit the chromatic aberration, I think this is a question of tastes, some people like it and another ones hate it.
Awesome job on the character man. My only crit, and it's way too late at this point I know, is that the silhouette is pretty weak. I realize that a lot of it is because he's old and he's wearing a robe, but I still think you could have made the silhouette more interesting. So... great job on this one, on the next one pay special attention to the silhouette and nail that first.
I really like the way the Dominance war III winner mentioned silhouette, Dimitry Parkin:
Read the full article here: http://www.gameartisans.org/dominancewar/spotlights/parkin/index.php
Can't wait to see what you do next!