Thanks. I hope I have enough time to get it done. I have a couple of serious ideas for deviating from the concept and making him 'mine', if only in logistics. The concept is super inspiring.
Update. First image is in Marmoset, second image is in zbrush. Currently I'm getting the low-poly all baked down. Currently I have the gloves, pants, boots and body armor baked, everything else is just the low-poly without normal maps.
Ignore the textures, they're nothing but base color and ugly ambient occ.
This character is next-gen, 10,000 polys with two 1024 texture, normal and spec maps. I'm aiming for somewhere between realistic and cartoony. It's a fine line, but I think I'l be able to swing it. The midget-esque proportions turned out well, and I knew that was going to be the hard part going it.
Thank you both, much appreciated. I too can't wait until it's done. I've got other things to get too, but I need to make a point of finishing the things I start.
Too many hours at work, can't get time to work on this guy. Keeping the colors simple, baked occlusion and blocked diffuse. The kneepads, shirt and goggles are the only things left for unwrap and bake.
Would love some criticism. Especially on the colors, I can't decide what the scheme should be.
Nothing screams toxic like a biohazard sign! Which I would definitely include in your model. Also, dull greens and bright reds don't seem to play well in the composition. Light greys and yellows seem to define scientists and researchers working in the field.
Something more like this perhaps? Anyone with input to give feel free to comment. I want the pads to be a color - something other than black, and I don't feel as though blue works.
Much better than Christmas red and green! xD Yellow is definitely good for the theme you're going for, so I say the blue is good, or maybe try out the green again.
Thanks to everyone for their input thus far. Here is the second pass on the textures, still just trying to get all the bases in place. It's been a good project to get some experience with NDO2 as well.
If anyone has any input about how close I should toe the line between realistic textures and cartoony, let me know. I kind of like the faded shades I'm using now.
Disturbed by by UV's and bakes, I re-did the low-poly, re-mapped him and re-baked all the parts. Way better bake, way more efficient setup in the end.
Started texturing him this morning, so here's the 80% done texture. Spec maps need some work, but I'm getting fairly happy with him.
I'm thinking of using this as a portfolio piece, so I would really, really, really appreciate some hard/mean/critical input.
He's 2X2048 maps - spec, normals, diffuse. 12,000 tri's but I built in normal maps underneath some of the super high-poly areas so I can just drop them from the model and bump that number down to about 9K.
I suppose I'll finish this up then. I've been thinking about a new face style, but can't find any cool ones. If anyone has suggestions, please let me know. Have to cut the map sizes down, change the color of the boots to black, fix the color on the leg straps and that's about it.
Replies
Ignore the textures, they're nothing but base color and ugly ambient occ.
This character is next-gen, 10,000 polys with two 1024 texture, normal and spec maps. I'm aiming for somewhere between realistic and cartoony. It's a fine line, but I think I'l be able to swing it. The midget-esque proportions turned out well, and I knew that was going to be the hard part going it.
Crits and comments appreciated.
Thanks for the feedback.
Would love some criticism. Especially on the colors, I can't decide what the scheme should be.
Hope that helps!
If anyone has any input about how close I should toe the line between realistic textures and cartoony, let me know. I kind of like the faded shades I'm using now.
Disturbed by by UV's and bakes, I re-did the low-poly, re-mapped him and re-baked all the parts. Way better bake, way more efficient setup in the end.
Started texturing him this morning, so here's the 80% done texture. Spec maps need some work, but I'm getting fairly happy with him.
I'm thinking of using this as a portfolio piece, so I would really, really, really appreciate some hard/mean/critical input.
He's 2X2048 maps - spec, normals, diffuse. 12,000 tri's but I built in normal maps underneath some of the super high-poly areas so I can just drop them from the model and bump that number down to about 9K.