Badass! I think this is very interesting. Reminds me of a mix of Wrex from Mass Effect, and the aliens from The Fifth Element (best movie ever).
There is a bit of craziness going on, like almost too much detail it kind of clutters what the hell you're looking at, but I still love it. Would love to fight a bunch of these dudes in an FPS.
My only advice would be to try desaturating the red a bit, see if the character is easier to read on screen. Good job though man!
I would agree with GOBEE on the saturation levels of the extremely bright red. I do however think that it is too noisy. It can be really hard to read, and ends up looking really flat because of form to the character. Try squinting your eyes while you look at it. The shapes become much more apparent and less complicated. There is more form, more depth to the character. Remember more detail doesn't mean more awesome. I still think that it looks good and I do like the design.
Very impressive and I also like the silhouette and general proportions of the character, but I gotta agree that there's just too much detail going on. Makes me feel like I don't know where to look. Like a very cluttered picture that you can't make out what's the subject in it.
hey guys thank you so much, about saturated red i think the problem comes from my uncalibrated display maybe, and details, almost everyone who looked at this it takes time to say something, i feel this is a problem. now i know details are not everything. your feedbacks is really appreciated and helpful
I think what kinda ruins it, is the presentation, as some people stated here.
It's a bit too contrasty, which makes seeing all the cool details a little hard, it's way too saturated as well, almost to the point where makes my eyes burn and monochromatic. (I only see red and black)
Also, the base is taking away too much attention from the main model, it's too bright and too saturated, and never use a black background to show your work.
I took the liberty of doing some tweaks to show my point, less contrast, less saturation, more color pallete (less monochromatic), gradient in background and remove the black solid color you had.
PS. This is only my very own personal opinion! And I have to say the execution is almost flawless, great modeling and texturing!
[HP] points that you mentioned is really beneficial and i appreciate them, thank you for great feedback, actually I'm new to lowpoly game characters and i need such advices, thanks all you polycount guys
hello all
long time no post, today I shared my latest try in creating realtime character model. I sculpt all stuffs (organic and hard surface) in zbrush 4 r4, textured in 3d coat and rendered realtime in marmoset toolbag. lookin forward to see your feedbacks and hope you like it
Replies
thanx zakhar2, after about 1 year i think so, you're right
There is a bit of craziness going on, like almost too much detail it kind of clutters what the hell you're looking at, but I still love it. Would love to fight a bunch of these dudes in an FPS.
My only advice would be to try desaturating the red a bit, see if the character is easier to read on screen. Good job though man!
Lots of detail on this, me likey.
Maybe you could try using 2 colors for the body panels, instead of just the red.
I think what kinda ruins it, is the presentation, as some people stated here.
It's a bit too contrasty, which makes seeing all the cool details a little hard, it's way too saturated as well, almost to the point where makes my eyes burn and monochromatic. (I only see red and black)
Also, the base is taking away too much attention from the main model, it's too bright and too saturated, and never use a black background to show your work.
I took the liberty of doing some tweaks to show my point, less contrast, less saturation, more color pallete (less monochromatic), gradient in background and remove the black solid color you had.
PS. This is only my very own personal opinion! And I have to say the execution is almost flawless, great modeling and texturing!
PS2. Basically make it blorange... ahah
long time no post, today I shared my latest try in creating realtime character model. I sculpt all stuffs (organic and hard surface) in zbrush 4 r4, textured in 3d coat and rendered realtime in marmoset toolbag. lookin forward to see your feedbacks and hope you like it
realtime#1
realtime#2
highpoly zbrush render
realtime#3