It's looking nice, man, but it would be good if you could keep this character in one single thread. People are gonna miss out on some info like what your inspiration came from and such.
As for the modeling I think it's looking good. The material on the other hand is looking flat. You should look into the textures' specularity. How did you bake the occlusion map by the way? I see no shadows from the buttons on the collar for example.
Also I suggest that you use marmoset toolbag for screenshots. It's very easy to use and you can get great results immediately as the lighting setup and everything is already set up from the start.
Where are his weapons by the way? Does he hunt with only his hands?
Erich- Character is inspired from Brotherhood of the Wolf
Goraaz- I agree with the flatness of the texture, I've been working on it for the passed few hours to push the depth in the folds and such. I am familiar with the marmoset toolbag as I display my finished works with it, this isn't quite where I want it yet so I didn't take the time to bring it in yet. As I stated the props (weapons) have not been created yet, I want to finalize the character first before I get to them. BTW, do you know how to create more than 1 light in marmoset?
Looks like I missed your text at the beginning entirely, I'm very sorry about that. I don't have that kind of knowledge in marmoset but there should be threads on polycount about that so I would recommend searching for info here. It would be cool if you could present the normal map flats as well.
I don't know if it's too late to change the shapes but I think his pants are very baggy at the moment. See http://www.amilo.net/cinema/1.jpg
Good job on those folds. The white background for the textures is distracting to me, but this might be personal preference. Try adding intense highlights or edges to your spec map. It will make things pop more (i.e. - intense white rim light around the buttons).
As for light setup in Marmoset Toolbag - it's really easy. Go to the "Light" tab and click on the "Add Light" button under the Dynamic Lights section. Voila, that's it! You can add multiple lights by repeating this process.
So I never realized marmoset released an updated version, and I'm so glad they did because now I can redisplay all of my work with 3 point lights! ^^ Anyways I just brought the character with props into the engine and set up some lights. I'd really like to put an image behind him, can anyone tell me how to do that?
Finished with this character for now, to view texture files and more shots visit my website at http://www.andyfoster3d.com . Thanks everyone for the crits and feedback!
Replies
Oh and forum criticism will eat you as well but it's looking quite good IMO
As for the modeling I think it's looking good. The material on the other hand is looking flat. You should look into the textures' specularity. How did you bake the occlusion map by the way? I see no shadows from the buttons on the collar for example.
Also I suggest that you use marmoset toolbag for screenshots. It's very easy to use and you can get great results immediately as the lighting setup and everything is already set up from the start.
Where are his weapons by the way? Does he hunt with only his hands?
Goraaz- I agree with the flatness of the texture, I've been working on it for the passed few hours to push the depth in the folds and such. I am familiar with the marmoset toolbag as I display my finished works with it, this isn't quite where I want it yet so I didn't take the time to bring it in yet. As I stated the props (weapons) have not been created yet, I want to finalize the character first before I get to them. BTW, do you know how to create more than 1 light in marmoset?
I don't know if it's too late to change the shapes but I think his pants are very baggy at the moment. See http://www.amilo.net/cinema/1.jpg
As for light setup in Marmoset Toolbag - it's really easy. Go to the "Light" tab and click on the "Add Light" button under the Dynamic Lights section. Voila, that's it! You can add multiple lights by repeating this process.
Not much to crit, the only things I see are that the UV could be optimized a bit more, and that the hair color is yellow instead of blonde.
The blue in the eyes looks very bright. Makes it look creepy. I like it. I just hope you were going for creepy, because it does make it look creepy.
the model looks good though