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Need help with this texture.

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This is a model of Golobulus from GI Joe, made by my teacher. I'm trying for a Tyrant-like texture for him. I'm also thinking of adding facepaint, but I'm a beginner, so this depends on whether I'm able to do it well. Any advice, critiques, ideas?

Replies

  • YoutLeaderVal
    Updated it.

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    How does this head texture look? I want to move on to the arms, but I'd like feedback before I do that.
  • praetor187
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    praetor187 polycounter lvl 11
    This is a pretty interesting character so far. But there are some things that I can see. Overall I think the skin is getting there. But I feel that the skin is too blue, I found this image of Tyrant on line that might be helpful. The first thing I notice about his skin is that it has a more light greenish tint to it, almost washed in some areas, and that color stays rather consistent throughout except for the areas where there is exposed flesh or veins popping through, right now the skin feels very orcish to me, but your on the right path keep it up. Another thing that needs to be addressed is the anatomy of your face. the nose is too small on the face in terms of length and the eyes are too wide as well, they should be five eye lengths across the head from a front on view, hope that helps i know its a lot to fix, but I think the piece can really come out well.

    Keep at it your on your way :)Enemy_008.jpg
  • YoutLeaderVal
    Thanks for the feedback. Actually, "orcish" is another thing I was going for. I was imagining the orc leader in the first Lord of the Rings, and had a reference image of a tyrant. I was going to combine those with a sea theme, since the model has a sea monster quality built into it. I could change the nose shape, but that'd be altering the model the teacher gave us, and this is only a texturing class. I'll try making the head a little greener. Also, thanks for the tyrant image -- that's closer to my model than the one I had. Do you think I should tone down the incandescence and wetness effects?
  • YoutLeaderVal
  • YoutLeaderVal
    Last update. Turning this in monday -- if I get any advice here, it will be the last thing I add.

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  • Santhem
    It looks as if the shoulder armor and the body are sculpted from one piece, and the texture overlaps. Little bits of the body are painted in the yellow-ish colour. Especially well visible in the first picture. Maybe try to refine those lines a bit with a knife-tool and a carefull repaint. (or if you dont have it yet, add some more ambient occlusion).

    The armor on the chest looks a bit messy. You might want to straighten it out a bit. Its a bit too curved to really look like hardsurface armor.

    Last, i think this would look alot more finished with a helmet or something similair covering the right-side of the face, and maybe add some armor on the right arm too. Maybe add a strap that holds the shoulder armor into place. those details really make the piece seem more completed. But yeah. they cost time too ;)
  • Alberto Rdrgz
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    Alberto Rdrgz polycounter lvl 15
    ITS THE ABS... right AWAY dood the belly kills your work. get rid of it or smooth it out. Try and match the flow of the rest of the mesh. maybe cover it with armor?
  • Flat Face
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    Flat Face polycounter lvl 10
    Nose stretched? it looks like a separate model.
  • kidd
    Skin textures are not working together, normal, spec and diffuse don't compliement each other. Spec level is to high.

    The rib cage hanging out of the chest armor looks odd. Sternocleidomastoids are to far apart at the clavical.

    http://www.fitnationpt.com/anatomy.gif
  • YoutLeaderVal
    I'll lower the specularity. The rest is not really my place, since it's a texturing class -- but I want to express agreement with your thoughts about the armor in particular, Santhem. I don't think my teacher finished sculpting it, so it totally fucks up my armor texture. Anyway, thanks for the feedback, guys.
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