Hi! Here are my little piece of shame
I was demotivated a bit after painting stones for couple of days(my first
thread) and decided to make something complex. So, here are my little(gg, about two weeks) try to model and texture.
Wire
Diffuse
And a concept all was made from(not mine)
Base mesh was made in ZBrush, but i made a mistake and imported 2nd subdiv mesh instead of first, so when i found that my char have about 10k tris only on body i was shocked and reworked entire mesh... so now it have about 8150 tris for entire scene, body was lowered for 6k. After that i abandoned any futher changes to mesh
After that was unwrap and texturing... there was couple of weak spots on unwrap, but i have understood it too late, have to pay more attention to it next time.
Tried to paint texture with DeepPaint projections, but after several strange artefacts i deside to paint directly on diffuse, and there are was detected UV problems.. but too late :thumbdown:
Most failed part of work is weapon and hair (i think so), and it seems i made same mistake as with stones(monochromatic colors), and tried to use Burn and Doodge tools on final muscle texture....
While painting face was totally disappointed and thought to stop, but remembered "
How to win" thread and decided to take it to the end.
So here are final model, i don't sure i'll do more work on it, maybe i'll try to make specular map. I think this character will be easier to make from scratch again than fix this one :S
Decided to take drawing classes
Will be apreciated for any crits and advices and thanks for reading
Replies
... now I'm hungry.
about hair, i really don't understand how to make this sort of hair, there are alpha mask(not visible on render), but however it looks like grid. looks like i neeed more mindfully read the Varga Hair tutorial..
“Art is never finished, only abandoned.”
Do it again, your base should initially max out at about 1500-2000 tris, fix all proportions at this stage. If it looks too sharp in some areas, add loops if it is worth it (Does it radically improve the silhouette, will it make it deform or get shaded better??).
Decide your style/spec:
Realistic: (Very good normal map, Diffuse=basecolor/AO/Dirty colors)
http://www.polycount.com/forum/showthread.php?t=74780
Hand Painted: (Diffuse does most/all of work, paint in shading, specular optional) Often fewer triangles. Wide range of styles have used just diffuse, mostly because its the bare necessities for a real time model.
http://www.polycount.com/forum/showthread.php?t=71380
Stylized: (Hand Painting + Normal map, exaggerated forms, stylization, maps work together well, but realism is clearly not the goal) Can typically survive better without the normal map than the realistic model.
http://www.polycount.com/forum/showthread.php?t=77580
Try again, fail, get better, try again, fail, get better.
I took my first drawing class last spring, and I never realized that the biggest obstacle for most people is their own mind. It was a major lesson for me. The people that succeeded in that class were the ones who weren't afraid to erase, weren't afraid to adapt, weren't afraid to draw fast and loose. There was a guy in my class who actually cried on 2 different days, threw a tantrum and stopped coming to class.
Don't be that guy, never give up, but its not a bad thing to identify your own stuff as crap, just don't let it discourage you.
And you are right, greatest obstacle is in human mind. You can find million of reasons not to do something, but the only way to improve is to throw these reasons away and do it
Art is like karate, you have to do ten thousand kicks before you'll do the right one, hopefully in one time i'll get my black drawing belt and will not give up on a blue, or on white where i'm at
PS: (omg, this text in google translate looks awfull, hope it understable :S)
Updated wires in first post.
Hair.. maybe, i tried to do it with alpha mask(not in render), but it was not so good have to try different approaches