Home 3D Art Showcase & Critiques

[WIP] Roman Gladiator

polycounter lvl 7
Offline / Send Message
mache polycounter lvl 7
Hi! recently I've been watching a lot of "Spartacus: Blood and Sand". As gladiators are usually half-naked, I find them a good way to train topology.
However, I decided to do this one with a helmet, because I wanted to get some battle damage on it, such as bulging parts, and deep cuts / scratches.

So I'll post my progress in this thread as time goes on.
Feedback are welcome :)

94170300.png
Ps. Yet not finished with the modeling. Missing some parts, as sandals, swords and some lether-parts.

Current Tris-count: 6051 (this picture)

Max allowed: 10 000

Max texture-size allowed: 1 2048x2048
Deadline: Friday 2 March

Replies

  • Tobbo
    Offline / Send Message
    Tobbo polycounter lvl 11
    Looking solid so far! :)
  • mache
    Offline / Send Message
    mache polycounter lvl 7
    Some prints at the current UV, I wanted everything with an alpha channel on a seperate texture, so I devided the character in to 3 different textures.

    1st one is the alpha texture, 2nd: body plus a little extra, 3rd: accessories.
    2 1024x512
    1 1024x1024

    alphauv01.png
    bodyuv01.png
    uvaccessories01.png
  • dirigible
    Offline / Send Message
    dirigible polycounter lvl 8
    You hand topo is pretty messed up atm, and now that I check you have some other problem areas too. The elbows do not have enough geometry in them, nor do the wrist, and the helmet has WAY too much geometry on the sides. with 10,000 tris you can get a lot more detail where it matters, such as points of deformation and areas of silhouette change, but you have to be smart about where you use your tris.

    You're smart to want to separate your uv's into "has alpha" and "doesn't have alpha", but I doubt that you need 3 different textures for the character. Keep in mind that more textures = more draw calls = less performance.

    Second thing is that you have a lot of long, thin uv strips which are annoying to texture and generally bad because they make you waste space with padding. I don't know where the strings of polies come from in the bottom UV layout, but I would try to connect them to a larger island. Along the same lines, your padding is pretty uneven. Some islands are separated by a lot of space, some are barely separated at all, and your hand UVs are actually overlapping your arm uvs. I would go through and try to put the same amount of padding around all your uvs. Otherwise you will end up with some areas of wasted space and some areas where your texture is bleeding.
  • mache
    Offline / Send Message
    mache polycounter lvl 7
    Thank you dirigible, I have been fixing and adding some geometry, also combined the body UV with the accessories UV, next step would hopefully be mudbox.
    39120372.png
    uvnotalpha01.png
  • dirigible
    Offline / Send Message
    dirigible polycounter lvl 8
    Nice! Very good update!
  • seth.
    Offline / Send Message
    seth. polycounter lvl 14
    this update is looking tons better man, I would probably put a head on him even if just for practice/completeness, and so that you can have some helmet off casual pose renders for the folio.
  • mache
    Offline / Send Message
    mache polycounter lvl 7
    Thank you for the comments. I have been making normals, and occlusion maps since the last update. Theres still some cleanup to do on the normals, but that would be if time allows me.
    The alpha objects have yet not been normalized, may do it after the texturework.

    @seth I may add a head to the model, but it would have to be after the deadline.

    55485136.png
  • CandyStripes05
    Offline / Send Message
    CandyStripes05 polycounter lvl 9
    post the highpoly too not just the baked low ! : )
  • mache
    Offline / Send Message
    mache polycounter lvl 7
    @CandyStripes05 The highpoly is currently in different scenes with a lot of different objects, It would take time from me which I currently do not have, to collect everything to one scene and render. Maybe in the future ;)

    Heres what I came up with, with the textures applied, and rendered in marmoset toolbag:
    gladiator01.png

    gladiator02.png
Sign In or Register to comment.