A confusing object like this needs a bit more planning as imo you've took the wrong approach. Your mesh is missing key features that are shown in the model, a paint over like the one I've provided might of helped. Also what is your intention for constructing are you going to sculpt it or not? With it being a very rounded object with harsh edges I'd use hard surface modelling techniques to achieve this.
Overall I think the planned model is a poor one and it sometimes helps picking something a bit more simpler. I'd either restart or try something else. As well so people remain interested in your thread just upload one image with different angles and a wire frame instead of seven individual images.
Teeth should be more at the edge, If you look at it properly you can see that the lips are rise and stretched, and what you see is the teeth with the gums, and on the top a little line of lip which is broken, Observation and nailing basic features is very important to capture the essence of an object or creature.
Thanks for the feedback guys. I actually just found out about the sculpture garden through someone in school. He told me that it was good reference for a prop piece.
Also, yes, I see what you're saying about the nose and teeth. I realized a little while back that the teeth on my sculpt were a little messed up, and that I should have brought them in as a seperate piece. But its like a bit too late now. I've already sculpted ahead in Zbrush and I can't break apart the pieces at this point. Also, Yes, the nose needs some work, I just spent a little while working on it today, wasn't looking right, so I moved onto some other parts. I really think that if I had dealt with this in the base mesh phase, I wouldn't be in as much trouble now.
I'll take another stab at it tomorrow, but here's the image so far:
Hey pbot, this is starting to come along now, I like how you got that brownness in with the moss now so its not just so green and slapped on.
But I think you went a bit overkill on the moss in some areas mainly in-between his eyes and a tad too much on the side and top of his head.
I agree with Korrax.
If there was moss on something in real life it would be on top of the rock surface, since you didn't sculpt the moss in it lacks its presents on the normal map. Which right away I can tell looks a bit odd. Going back and sculpting moss might be a step too far back so another thing you could do is convert your moss layer into a normal map and apply/merge it onto your existing normal map. It would make the moss (pop) a bit more and seem much more believable.
Id also like to see some rock damage/variance and that hard cut line defining his mouth looks sharp as a knife, some vert pulling/pushing with maybe a few bevels or something could make that look more appealing.
those sculpting details get lost. is there any cavity or ao pass added to the diffusemap? i think this would help to read the shapes better an get back the details
To start I totally agree with nbac, alot of your details are getting lost. But a simple AO/Cavity or even just greyscale extracted from your depth of your normal map could work. But aside from that, I see that your trying to match the concept better with the rock type. However its going too clean/white for my tastes, Id still rough up some areas give it a tiny bit of variation in color contrast. Keep it subtle but noticeable, and those lines under the ball thing should be slanted like in the concept (a tad swirly as well).
Focus on the lower part for now, I would like to see a return of moss as well. It seems that you completely eliminated it. I understand that the concept has minimal moss, but I think you will get more out of this piece by making it seem more like a lost ruin or something. Make it slightly grown over, moss, a bit more decay, adding some foliage will really give it contrast.
Texturing is tedious some times, but you just needa sit down and think it over and attack it similar to how you attack scenes. Plan it out and feel comfortable what type of materials your trying to portray.
When texturing things always take a good look at where objects interact with eachother. for example; the ground meeting up with the bottom of this statue there is going to be dirt and a build up of moss / grass. Same goes for the areas like under and around the eyes and where the globe attaches..these are areas where dirt might be built up.
Also the three lines on the globe look strange.
I agree with @MonkeyMHZ with the foliage. I think it would be cool to add some foliage / moss hanging down from the very top corner(s) separately using a grid.
I do like the hard jagged silhouette you have achieved though,
So you really got the face of the statue more defined now which definitely brings out more details. Some of the cracks at the back are a bit too intense and dense and could use some breakup.
Your heading in the right direction, not having the eyes textured is really throwing me off but I think for the most part its starting to look pleasing. The rocky area at bottom of the statue that comes out and kinda wraps around the jaw area/bottom of mouth needs some heavy texture work since right now it just looks like sharp jaggy clean rock.
Also some of that yellowish rock texture at the back of the statue isnt really doing it for me, id also like to see some grit/dirt around the edges/base of those designs sticking out the sides of the head.
Thanks Monkey. Yeah the lower jaw isn't done yet. I just been focusing on getting the head to look right, and then replicating that for all of the other textures. I'm going to make the corrections you suggested and continue to update.
Great!, this is looking a lot better now. I still wanna see the proper swirls on the bottom of the ball like in the concept. However the main part, the face, is looking good.
Replies
Overall I think the planned model is a poor one and it sometimes helps picking something a bit more simpler. I'd either restart or try something else. As well so people remain interested in your thread just upload one image with different angles and a wire frame instead of seven individual images.
Also, yes, I see what you're saying about the nose and teeth. I realized a little while back that the teeth on my sculpt were a little messed up, and that I should have brought them in as a seperate piece. But its like a bit too late now. I've already sculpted ahead in Zbrush and I can't break apart the pieces at this point. Also, Yes, the nose needs some work, I just spent a little while working on it today, wasn't looking right, so I moved onto some other parts. I really think that if I had dealt with this in the base mesh phase, I wouldn't be in as much trouble now.
I'll take another stab at it tomorrow, but here's the image so far:
I think its too much moss/grass and it needs to be normal mapped to make it look like it has grown ontop of the rock
I also think the rock needs better spec map- more contrast will help also adding some colors.
But I think you went a bit overkill on the moss in some areas mainly in-between his eyes and a tad too much on the side and top of his head.
I agree with Korrax.
If there was moss on something in real life it would be on top of the rock surface, since you didn't sculpt the moss in it lacks its presents on the normal map. Which right away I can tell looks a bit odd. Going back and sculpting moss might be a step too far back so another thing you could do is convert your moss layer into a normal map and apply/merge it onto your existing normal map. It would make the moss (pop) a bit more and seem much more believable.
Id also like to see some rock damage/variance and that hard cut line defining his mouth looks sharp as a knife, some vert pulling/pushing with maybe a few bevels or something could make that look more appealing.
But keep up the good work!.
To start I totally agree with nbac, alot of your details are getting lost. But a simple AO/Cavity or even just greyscale extracted from your depth of your normal map could work. But aside from that, I see that your trying to match the concept better with the rock type. However its going too clean/white for my tastes, Id still rough up some areas give it a tiny bit of variation in color contrast. Keep it subtle but noticeable, and those lines under the ball thing should be slanted like in the concept (a tad swirly as well).
Focus on the lower part for now, I would like to see a return of moss as well. It seems that you completely eliminated it. I understand that the concept has minimal moss, but I think you will get more out of this piece by making it seem more like a lost ruin or something. Make it slightly grown over, moss, a bit more decay, adding some foliage will really give it contrast.
Texturing is tedious some times, but you just needa sit down and think it over and attack it similar to how you attack scenes. Plan it out and feel comfortable what type of materials your trying to portray.
When texturing things always take a good look at where objects interact with eachother. for example; the ground meeting up with the bottom of this statue there is going to be dirt and a build up of moss / grass. Same goes for the areas like under and around the eyes and where the globe attaches..these are areas where dirt might be built up.
Also the three lines on the globe look strange.
I agree with @MonkeyMHZ with the foliage. I think it would be cool to add some foliage / moss hanging down from the very top corner(s) separately using a grid.
I do like the hard jagged silhouette you have achieved though,
Keep at er' !
http://eat3d.com/free/xnormal_overview
Some good tutorials and for baking out normals/cavity maps so you dont lose any detail.
So you really got the face of the statue more defined now which definitely brings out more details. Some of the cracks at the back are a bit too intense and dense and could use some breakup.
Your heading in the right direction, not having the eyes textured is really throwing me off but I think for the most part its starting to look pleasing. The rocky area at bottom of the statue that comes out and kinda wraps around the jaw area/bottom of mouth needs some heavy texture work since right now it just looks like sharp jaggy clean rock.
Also some of that yellowish rock texture at the back of the statue isnt really doing it for me, id also like to see some grit/dirt around the edges/base of those designs sticking out the sides of the head.
Keep them updates coming!...
Nice work.
Keep the updates coming.