Hey guys this is where I'm at so far with texturing. Been jumping around between diffuse and spec maps trying to figure out what works. Having a lot of trouble getting the armor to look metallic instead of stone. Using marmoset. Any tips?
For metal you wanna keep your diffuse pretty dark, and really concentrate on letting the specular do it's job. I tend to make my spec and then use a levels adjustment layer and pump the shit out of the contrast. If you go too far you can always calm it down until you arrive at something you like. He's looking like his skin could also use just a touch more oomf in the spec as well.
Metals will look kinda flat/muddy if you do a bright diffuse with a bright spec. Try going abnormally dark on the diffuse. =] Racer44 had a good tutorial for doing realistic real-time metal textures, but his site is being rebuilt.
Skin looks pretty good, but overall the texturework just feels a bit noisy and doesn't really harmonize color-wise. I do like the horns though, and the helmet's pretty decent but could use larger scale details, right now it too is a bit noisy.
This looks more like a character out of a Bethesda game than a blizzard game. What i mean by that is the texturework looks like each piece was textured separately without an eye for the whole character. It's very grainy and not very painterly, the details are small and not very pleasing at a distance, like putting a material on an object without actually thinking of what the object is, the texture doesn't help build its form, excet on the helm. I do like the the texturing on the bulbs of the belt too, it reads well and works for the distance we're viewing him at, but be careful with putting grunge in the middle, it shows the mirrored UV's.
I wouldn't worry about spec right now, i would look at hand painted reference for metal and try to emulate that. It doesn't have to look like metal, in fact in most RPGs metals don't look like metal, but they still look good because of the hand painted quality of cracks.
Just a 50% opacity color burn with a tan color selected from your skin, harmonizes it a bit. You could apply the same to the textures. Also did some fast detail work on the shoulder pad to liven it up a bit.
Thanks for all the detailed feedback guys! Really appreciate it.
Haven't had much time to work on him lately, but I did figure out how to assign different materials in Marmoset. Still working on the diffuse to make things fit more overall. I've been looking at it up close and didn't really consider what it looked like as a whole. Gonna add some bigger forms like you suggest crazy.
When you first posted this topic I looked for a picture of this Blizzard poster I have on my wall but cant find any high res photos.
Maybe you have seen it? It's by far one of my favorite things to come out of Blizzard. If you havn't seen it hunt for it for reference, it's a Diablo barbarian being his bad ass self. Or maybe some of our Blizzard polycounters would know where to find a better picture of it:poly108: http://t1.gstatic.com/images?q=tbn:ANd9GcQvlAguWLdJ3BtefGYq_haZ2xa5v3BNl2G4ocXkbvkDH_M4TrU4&t=1
Wanted to post up my diffuse and see what you guys thought of the UV layout. I heard it wasn't always best to square everything off so I did some edges and tried to fit everything in. Does it look like a lot of wasted space? I just found out you can transfer UVs without having to redo all the textures so I may go back and square everything off.
Everything seems to have the same "texture" to it. The metal looks just like the leather, except one is brown and the other gray. Try to really study the difference between materials and how they look.
Also, your colors seem very drab and are not really doing your model justice.
Oh, I didn't expect a next-gen character from a diablo 3 artwork, interesting
The sculpt and model is nice, so the skin shader but yeah the metal could be improved.
I think you expect too much from the specular/normal map for your metal shader. I say that because the metal on your texture looks very flat, almost rocky and I'm sure it could be improved.
Maybe you could paint some specular, colors variations and extra light on the metal to reinforce the "metal" look ?
Also the skin shader is fine but I suppose it would fit the character to have some sweat on it.
Keep it up ! :thumbup:
I think you should think about "how stuff works". For example: how does he dress on his big belt? There is no closure which i would expect - check out a belt: there is a nice mechanism which always looks cool. How are the plates of the shoulder bend together? Why is there such a small chain to combine the massive shoulder armor with the massive belt? Why does the shoulder armor not have a perfect hanging for that? I learned that it always looks better when it looks like it would work.
I definitely agree with that. Looking at it now it would be pretty much impossible to be able to take some of his stuff off. I learned a lot through this whole process though, so I'm going to just keep pressing forward to the finish lineand take that knowledge over to my next one.
Some more messing around. Unfortunately I had a crash and only had the flattened image so I'm going to have to redo most of it. I really have no idea how to texture cloth. I would love to get it (or any part really) looking like this. http://blog.naver.com/sim4130 ...but i'm pretty far off
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[ame]http://www.youtube.com/watch?v=jvElQlGgPcs[/ame]
This looks more like a character out of a Bethesda game than a blizzard game. What i mean by that is the texturework looks like each piece was textured separately without an eye for the whole character. It's very grainy and not very painterly, the details are small and not very pleasing at a distance, like putting a material on an object without actually thinking of what the object is, the texture doesn't help build its form, excet on the helm. I do like the the texturing on the bulbs of the belt too, it reads well and works for the distance we're viewing him at, but be careful with putting grunge in the middle, it shows the mirrored UV's.
I wouldn't worry about spec right now, i would look at hand painted reference for metal and try to emulate that. It doesn't have to look like metal, in fact in most RPGs metals don't look like metal, but they still look good because of the hand painted quality of cracks.
http://www.polycount.com/forum/showthread.php?t=71942&highlight=hand+painted+tutorial&page=4
Did a quick paintover for you as well:
Just a 50% opacity color burn with a tan color selected from your skin, harmonizes it a bit. You could apply the same to the textures. Also did some fast detail work on the shoulder pad to liven it up a bit.
Haven't had much time to work on him lately, but I did figure out how to assign different materials in Marmoset. Still working on the diffuse to make things fit more overall. I've been looking at it up close and didn't really consider what it looked like as a whole. Gonna add some bigger forms like you suggest crazy.
And he's missing eyes haha
When you first posted this topic I looked for a picture of this Blizzard poster I have on my wall but cant find any high res photos.
Maybe you have seen it? It's by far one of my favorite things to come out of Blizzard. If you havn't seen it hunt for it for reference, it's a Diablo barbarian being his bad ass self. Or maybe some of our Blizzard polycounters would know where to find a better picture of it:poly108:
http://t1.gstatic.com/images?q=tbn:ANd9GcQvlAguWLdJ3BtefGYq_haZ2xa5v3BNl2G4ocXkbvkDH_M4TrU4&t=1
http://www.lacitedesnuages.be/boutique/fiche_produit.cfm?ref=SS8023&type=60&code_lg=lg_fr&num=26&pag=6
What's the best way to eliminate seams?
Also, your colors seem very drab and are not really doing your model justice.
The sculpt and model is nice, so the skin shader but yeah the metal could be improved.
I think you expect too much from the specular/normal map for your metal shader. I say that because the metal on your texture looks very flat, almost rocky and I'm sure it could be improved.
Maybe you could paint some specular, colors variations and extra light on the metal to reinforce the "metal" look ?
Also the skin shader is fine but I suppose it would fit the character to have some sweat on it.
Keep it up ! :thumbup:
Some more messing around. Unfortunately I had a crash and only had the flattened image so I'm going to have to redo most of it. I really have no idea how to texture cloth. I would love to get it (or any part really) looking like this. http://blog.naver.com/sim4130 ...but i'm pretty far off
Also, he should have scars.