Tried imposing some limitations on myself and made a low-poly model with one 512x512 diffuse texture.
I wanted to keep it under 1K tris, but I got greedy and wanted fingers.
Modeled and rigged in 3DS Max 2010, Textured in Photoshop CS4 and Mudbox 2010.
Comments, critique? This is my first time trying a character with these kinds of limitations.
Replies
With that being said I think you should make his top a different color scheme.
(EDIT: Post below explains the origin of that particular color scheme better. So don't blame Final Fantasy. lol.)
I agree about the color scheme, its not just FF that uses those colors just about every hospital, doctor, nurse, ambulance and game use those colors to indicate healing.
I also think you could soften up the features of the face and inject a little more color, right now he looks kind of sickly, old and frail.
My intention was to make a kind of evil looking dude in a primarily black and white outfit. The red was a bit of an after thought because it needed a bit more punch, but yeah, it doesn't seem to fit.
Echoing the colour change, I always felt gold and dark red fit a battle mage.
Adding faint bounced light saturation (bluish from the top for the sky and reddish from the ground) may also help bring out some of the form. That could also benefit the boots and legs significantly.
Last... I gotta say it...
There's some serious family resemblance there. :poly114b:
Thanks for the feedback, much appreciated. That goes to everybody.
Anyway, I tried to make some adjustments:
He's very disappointed. Or blowing his nose. Or something.
And yeah, heh, few people are willing to sport a hairstyle so horrendous.
Well, I didn't think the face was important there because I hadn't changed it at all. I went ahead and did some editing though, not sure if it's really an improvement.
Here's a before and after, showing how he looked at the beginning of the thread to now.
Edit: actually the one on the left is a version slightly before the first post. Close, though. And I'm sorry they're merging at the arm.
The other thing I'm noticing is that the loops on his tunic that the belt goes through aren't really reading as belt loops very well. I know you're working with limited texture resolution, but experimenting with some tweaks there might help.
I like the subtle light saturation you worked into the armor and the deeper shading of the tunic, that turned out pretty good.