Hey Guys, I modeled a character for character forge challenge at cghub.
Marco Marzzoni was kind enough to make an concept for me. Since the deadline was so tight I had to assemble the character quickly. Now since the contest is over I want to push this piece beyond my Balrog model. For now I need to raise his right knee higher and make the metal edges on the armor worn. I'll add early pictures of my renders so you can get a better idea of my progress.
Marco Concept:
model:
old render:
new render:
Replies
I like it
and dude, you forgot the most fun part. All the little decals, like logos, and informational/operational lables.
the diversity of material types is reaaally nice.
dejawolf-:)
Sectaurs-thanks, I actually did those parts quick.
ErichWK-thanks, I'm fixing those textures now.
Hboybowen-thanks dude, just keep on practicing you will get there:)
konstruct- yeah I meant for it to be a man, but right now I really don't care which gender it is. I plan on adding decals to him soon. thanks, the materials need more work though.
dang87-thanks
SasoChicken-Thanks, I might make the boxes a a little smaller. I want the boxes to be made of a hard plastic material.
dejawolf-I'll tone it down some
The model falls short translating the graphic quality, not just in values but also in color. There's no 'pop'... no coolness (imo). Materials look too much like stone, especially his "pouches". Relief aside, this is also a matter of the diffuse itself and the low-freq details implying stoney surface.
skayne- I'll tweak the spec map more to make the painted parts seem less matte
shotgun- thanks, I'll tweak all of those parts and add some pop, just give me a couple of days.:\ As far as the shoulder pads, not sure what I'll do with those.
Also I see your trying to do the worn edges thing, but I don't think your completely nailing all the components that make up the effect:
It seems to me your taking an extremly aggressive noise texture and dropping it right on to your metal material, THEN you go in and hand paint even more noise, that's localized on the edges. (wear and tear style)
I think the approach is on the right track minus the first step of starting with and incredibly noisy base. When ever I`m making a metal that is worn like yours, I always start with a muted, near plain metal- and this is used for 80% of the texture, THEN I go in and use a painted alpha mask to drop in all the wear. Keep in mind wear doesn't only mean edge chipping. try droping some subtle warm notes in the crevices to drive a little rust effect.
Also I really like the material breakup, but seeing the hose use almost the exact same material type as the metal armor makes me saaaaaad. :P
PS: for such a high caliber model, you GOTTA do something about that UV stretching.
grimmrobe-Yep, I'll tone down the normal and get rid of some of the scratches.
d2king10-Thanks,I'm gonna stick to colors I'm using already, I think I need a better selection of materials instead of the matte metal (rock) one I'm using.
My thinking was this:
- Yellow pop inside black/helmet material inside grey metal
- Ammunition/weapons related = red touch
- Kill all others
Frankly I couldn't find a good scheme for those pouches but o well.
Other things u wonna consider:
- Keep the big white stuff to the face, nowhere else
- Blocky boxes for pouches = passe' (+ it doesn't fit this design but ye, i know, marco did it so...)
- Avoid more than 1 grey material!
TeriyakiStyle-thanks, I'll brighten the tubes
Klumpmeister-thanks
shotgun- thanks for the paintover, I don't agree with some of your color choices but I like what you did with the logo on the holster and grenades. I'll have an update soon.
Then again - it really depends on the intent.
Harry-I'll fix that
pior-Thanks, I only intend to make this a high poly model. I'm still fine tuning, and adding textures. next post he will look better.
Hey guys still not finished yet, but I put together a progress picture. I'm sitting here cracking up to myself over the early version of my hunter. I think it good to sit back and reflect on your work.
I used the burn tool on the green parts, to make the figure as a whole pop more. I plan on scratching the orange parts to give them more detail,make the hexagon pattern more cohesive throughout the model, and I also need to figure out whats blowing the cloth material in the render. Still have a lot more stuff to do, I won't stop until I'm happy
the hexagonal pattern really stands out and doesn't feel natural
The suit felt a little all over the place with too many shapes and materials. Simplified that and tried to jazz up the helm a bit more to get it in line with the rest of the suit. Also switched up the colors.
Take from it whatever you want. Great project and great dedication so far.
crazyfingers-thanks for the paint over but I think I'm gonna head in a different direction.:)
Still not done, but I'm getting close to finishing the model. Don't pay attention to the background, I want to go for a more painterly look. So far I like where I'm headed with the character. still have things to tweak like the holster and couple other things, might add more logos. In this update I made the green assets, and grenade holder darker. I added text to the grenades, made the hexagon pattern smaller and less noticeably beside the top pipes I forgot.
Looks, cool. Love the textures and I mean textures, not maps, except for the ankle protectors. Those look odd. Where is his BFG?
http://img42.imageshack.us/f/itbig.jpg/
ErichWK- Thanks, kinda funny to look back at the older version:)
JonathanF- Thanks dude