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HazMat Character (image heavy)

polycounter lvl 13
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Jeremy Tabor polycounter lvl 13
Hey everybody, here's the tail-end of a project I've been messing around with for quite some time now. It was a HUGE learning experience, and I can wait to apply all that I learned towards something new, but before I call it quits, I'd like to get some outside opinions on where it could be better. I've been piecing a proper portfolio site together, and hopefully after my next project, I'll have enough pieces to go live with it and start the search for a studio gig.

For now tho, I'd love any feedback on any aspect of this project. If its an easy fix, I'll probably go back in and take a look. But even if it's something more broad, I'd appreciate it for the future.

Hazmat-Wires.jpg

Hazmat-rig-renders.jpg

Hazmat-mask-renders.jpg

Hazmat_textureFlats.jpg

Tabor-HazmatSculpt_8-16-11.jpg

I've been gettin my recluse on for the past several weeks, and for that I apologize, but with the (near) completion of this project, and a few others wrapping up, I hope to get back in the swing of things soon. :D

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  • Jeremy Tabor
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    Jeremy Tabor polycounter lvl 13
    Ok, so after realizing I had some of the global settings still skewed like an idiot from when I was first fooling around in Marmoset, I went back and made some adjustments to my Specular and Gloss Maps. I was wondering why I was struggling to get the glossiness values where I wanted them, but as it turns out, it was directly related to my noobiness.

    Anyway, here's how the maps currently work on the model, and a comparison between the old spec and gloss with the new ones. Overall, the difference is subtle, but there is definitely a greater range in the glossiness, and closer to the look I was going for with the boots and wrist tape.

    HazmatUpdate_10-25-11.jpg

    Hazmat_textureComparison.jpg
  • Tadao215
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    Tadao215 polycounter lvl 13
    awesome job, wrinkles look great :thumbup:
  • Jessica Dinh
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    Jessica Dinh polycounter lvl 10
    That looks awesome!! Love the colors a lot :)
  • Piesandbombs
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    It's beautiful! It's sort of interesting that no one has really done this subject to such perfection.

    The new spec map looks better, but alas the tank still looks... Off. Unfortunately, I couldn't tell you how to do fix that, my only suggestion is to maybe tone down the noise on the exposed metal.
  • Jeremy Tabor
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    Jeremy Tabor polycounter lvl 13
    Wow, thanks guys :)


    Piesandbombs - Yea, I've always like industrial stuff like this. Definitely was a fun project to research for, and a joy to work on.

    Thanks for the input as well. I agree, there are some elements, the tank included, which I'm not totally keen on. I'll continue to test some things out with them. Whoever said 'the last 10% of a project took the longest' wasn't kidding!
  • shawngorey
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    beautiful stuff. the details blow me away. amazing
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