Hey guys!
A couple of months back I tried to do some hand painted textures on a character and now I'm back with a new one from the same series of concepts (by Marko Djurdjevic for parasytic moon).
This time around I did a sculpt, baked some normals and occlusion, lights etc. to get me going and then painted the face, neckplates and hands in bodypaint. The rest is basically just the bakes with some gradients and a slight overlay at some places.
The Idea with this guy was basically keeping the specs down a bit and see what I could get out of it. He's at about 3.4k, using 512 color, spec, spec power and normal map.
was fun, pretty happy with the results and feedback is welcome :thumbup:
Replies
killer peice (especially at those specs ^^).
Love the face, though I think the expression could be better for the sake of presentation.
The yellow thing is really amazing. Is there a chance we could see some textures and hopefully hear how did you go about defining this material since it looks way cooler and crisper then most of what I'm used to seeing even at higher res.
I would also put kneepads a bit higher, 'cause when I try to imagine him stand on his knees I'm not sure that the pad edge wouldn't end up in the middle of the knee cap(which could be painful).
And the hair could use some alpha. For something without alpha they look really cool but alongside that very realistic face I think that some hair planes would do the face more justice.
those dark spots at the edge of the pants look somewhat odd to me from the front perspective. a little bit like uncolored pixels at the edge of a uv seam. perfectly fine from the side though and it's only a very minor thing, if at all.
d1ver: Agreed on the face, didn't know where he'd end up while I was sculpting so I just went for a neutral expression. dunno if I did something special with that piece of cloth but it's definitley one of the points I'm happy about with this piece. I put together a quick image of the bakes and highres I used to come up with the results, hope it's usefull in some way
I planned on doing some planes for the hair but I never got around to do something about it. I removed a scarf he used to have and thus created some space in the texture for that sort of things.
Joker_47: well with the exception of the light/occlusion/normal bakes, it's hand-painted :poly142:
divi: thanks! I think the spots you're referring to are rendering artifacts from the maya viewport. some AA would probably have cleaned it up but I don't realy mind them being there :P
Also I did create the textures at a 2048 resolution but scaled down/sharpened etc. as far as I could while still keeping a descent quality. The highres is pretty sloppy and could've used a couple of more iterations as well.
I had a look at your website, some really cool stuff you got there. Keep it up!
googled a bit and found this thread on the subject: http://eat3d.com/forum/questions-and-feedback/bent-normal-maps
Basically what I use it for is to get some "light from above" that's more accurate than what you'd get from a regular normal map
only thing I can say is his eyes look a lil close together and the back of his head comes out a lil too much, but Im loving every inch of him ....damn!!!
crazyfool: The ambience is at about 75% If that makes any sence so he's still using the normal map to some degree.
My very first impression was that the texture seemed incomplete. His face feels realistic, but the clothing textures seem more stylized. This does give it a nice graphic look, but I wonder if a bit more texture definition on the clothing would balance it out?
Snader i'm not seeing how what you outlined would help? From what i can see of these teeny little photos is that you'd cut a piece of the hanging cloth toooooooo....save on UV space? otherwise it's still 2 tri's from what I can tell you did. The other part I can't even begin to see what you are suggesting unless you meant just make it one straight sheet as in one big poly per arm band thing?
Please explain
+1
Also wondering, seems like nothing has changed in terms of polygons.
Btw. Kotter, really nice models. Awesome and clean textures.
Using an alpha for is front cloth is really unnecessary though. The amount of tris it would cost to get that shape on his cloth would be way more efficient than alpha. You wouldn't even need much.
I made this... it's still not well balanced but better, I think. Continues yellow-orange-red-magenta into purple-blue and adds some designs to the armor stuff for consistency. In that aspect, the main orange cloth could def use a design, an emblem or something...
so I changed the colors towards the paint over, made a new neck piece for him and some tweaks to the mesh.
here's a comparison shot:
well, on that note, let me show u what i meant by cloth design..
the idea is to follow the same shape-creating logic, in this case (derived from the forearms-pads) u've got a border-design and an inner-design. u've repeated this successfully in the knees-gaurds, neck not really but ok, now do the same on the cloth. Rather than what u did, an asymmetric design in the corner, which was cool but unrelated.
As far as shape creation, i simply repeated the same ones, the flower ornament and the rounded thing, both different but could co-exist. Other shapes u could incorporate/repeat are the shapes of the objects themselves, like the shape of the knee-guards or his hair. This repetition helps bring things together and form a unified, thematic look.
Beyond this u'r finished
So what map did you use to get your shadow colors in your color map?
I was messing around with the bent normal map and am having issues with the lighting info flipping over the seams. Did you run into that at all? I was using xNormal to generate them.
Shotgun, your crits and paintovers are nice but simplicity is sometimes left best alone.
I still think your original should be where it was..its nice and clean!