I've really enjoyed viewing the artwork on the site for a while now, but this is my first time sharing my own artwork.
I was really by the Cobra commander in the recent GI Joe film so it inspired me to create a piece that is more of an evolution of the original character. I always thought that the shiny visor he wore looked like a motorcycle helmet.
I should say that I did not concept the bike. It's actually the bike I own and ride nearly everyday. This is the one piece I did not use zbrush to define most of the normal maps. I instead used the Ndo photoshop plug in.
I felt that cobra commanders gun is also iconic and tried to stay pretty true to that as well. The texture of the gun is the most heavily painted. I started with base metal, copied it about a dozen times with different hues and saturdations, then painted on the layer masks using the occlusion as a guide where I could.
...And I did this sculpey maquette first as well. Roughly 30 to 40 hours of work.
Here are the main maps. Diffuse, Specular, and Normal. I've also masked out the visor on the helmet and certain parts of the and bike for reflective and incandescent maps but they were pretty simple.
I really enjoyed this piece, your workflow really shows in you final result. I think more people should revisit tradtional sculpting to use as a guide for their characters, but hey, I mean it does take a lot of time.
Your textures are awesome however different maps for different materials could of helped your renders so you could tweak the attributes further. I am not much of a game modeler however, so I am not sure what the protocol is.
He is a very good spin on the old character, it is always nice to see new takes on classics. And I have to say it is nice to see someone revamp something other than Mario and Luigi haha. All in all, this piece is executed very well and you should be quite happy with what you accomplished.
Really nice presentation man. I cant believe you actually made this thing in sculpy too. Much props. You really like purple and blue :P
The only thing I'm irked by is the poly detail on the low. I feel there's a lot of jigs-n-jags all about the silhouette. I know that that is the downfall of the low-poly medium, I just feel there could have been more attention paid towards the final silhouette.
Also- The SUPER crisp reflection on the bike, while being super sleek and sexy- it really accentuates the gnarly smoothing created by your low-poly normals. All this adds to the jagged look shown in the final presentation. Id recommend at the very least, turning down the crispness of the images reflected to help detract from the harshness.
The Fonz is pretty funny. I agree about the engine, I had a hard time tuning the materials. An issue I ran into was getting my Normal maps to work with material x shaders, there were bump nodes but I just never saw any results. I ended up switching to regular blinns last second.
Replies
Your textures are awesome however different maps for different materials could of helped your renders so you could tweak the attributes further. I am not much of a game modeler however, so I am not sure what the protocol is.
He is a very good spin on the old character, it is always nice to see new takes on classics. And I have to say it is nice to see someone revamp something other than Mario and Luigi haha. All in all, this piece is executed very well and you should be quite happy with what you accomplished.
Gorgeous work, dude. You can probably sell that maquette and pay rent for a month.
Nice work. The maquette looks good. Is that a 3d print or did you sculpt that with clay?
Talking Double D's man. Stellar work!
Right click, save to inspiration folder.
The textures are very very noisy at the moment and do look a bit like concrete.
This noisy look is especially present on the engine block of the bike, its exhaust and the entire gun.
try to look at real life examples of similar things. If you have the ability to look at the reference for the bike at your front door go use it!
The powder coating on the engine block should have a high gloss value for example.
Does anyone else get a "teen" vibe from the proportions?
The only thing I'm irked by is the poly detail on the low. I feel there's a lot of jigs-n-jags all about the silhouette. I know that that is the downfall of the low-poly medium, I just feel there could have been more attention paid towards the final silhouette.
Also- The SUPER crisp reflection on the bike, while being super sleek and sexy- it really accentuates the gnarly smoothing created by your low-poly normals. All this adds to the jagged look shown in the final presentation. Id recommend at the very least, turning down the crispness of the images reflected to help detract from the harshness.