Gotta say, this has been awesome to watch! I do have to echo what's been said previously, that pink lighting is a little too much. I think the textures are gorgeous without all that extra stuff on top. Fantastic stuff though, and thank you so much again for breaking it all down for everyone to see!
looks bloody ace Daphz.....I prefer the rotation shots though mister, too many black lines and lighting colours in the beauty shot for your work to shine I think.
This came out really great man, though I have to agree with Seth. While the orthos look amazing I'm not sure about the beauty shot. Think it has too many random colours going on. You should post him in the pose without the lighting.
VERY nice. love the stylized sculpting. I wish it had a higher res texture, at least for beauty shot purposes. I feel like the size of that render is much larger than your allotted pixel density, resulting in a bit of a muddy render. Again I`m sure if this was to be used in an actual game you would probably have to use a lower res texture (stupid consoles) but moving into the "next gen", I say, go all out and use MASSIVE TEXTURES!!!
I`ll also go ahead and echo what others have said-
pink light seems odd. maybe because its not casting shadows and its just cutting through your model and certain surfaces are receiving light that shouldn't.
The shader your using seems to be generating some harsh black lines. Perhaps some sort of fresnel/cell shading. In life there is no such thing as 100% black and as a result it always looks weird when its used. Even though you did it here as a stylistic choice, I think the harsh black just sucks the life out of your texture that looks SOOOOO sexy in the turn arounds.
In short, my crit would be to work on your final presentation skills, so you do all your other skills justice.
OOOoooo. Livestreams....pleasure coma.... But d00d you got to talk to that website... They are making me watch commercials for Walmart in Spanish. Its just...Its just confusing me. Btw Thanks for doing that paint over on my Stoney Cog Sword piece. You got me rethinking some stuff. I remodeled the blade and put some jagged edges in the silhouette. I'm going to watch your texturing process tmw on Fancy Pants McGilacuty the 3rd and apply it.
Holy crap! Thanks for all the kind words guys! Really appreciate em. Also I'm glad you guys are enjoying the streams, and even learning some things despite my joking and antics
@EiGHT - I used a regular biped in max to rig the arms, then moved lots of verts around, kinda messy but it works
@texelion - I did sharpen, but tried to keep it subtle. The DoF in marmo might even make it look more soft. thanks for pointing that out! @konstruct - I was using a black outline in marmoset. I'll tone it down or get rid of it. Presentation is something I still really struggle with
I'll go back and tweak my presentation. I'm fond of that pink light but I'll tone it way down haha I'll probably kill that black outline too.
Will have new presentation up soon, thanks once again everybody!
Yo I was watching your Live Stream on creating your base textures, and I think this would help. You mentioned you wished you had created Mask Bakes when laying down your base colors. This is a fast easy way to do it in Photoshop.
Yo I was watching your Live Stream on creating your base textures, and I think this would help. You mentioned you wished you had created Mask Bakes when laying down your base colors. This is a fast easy way to do it in Photoshop.
Baking masks doesn't just mean the UV islands (those are in the alpha channel of your bakes from Xnormal anyway). They cover tons of stuff, like i normally mask off all the rivets/screws on a hard surface model and seperate out all the different materials too, like metal and plastic etc.
Baking masks doesn't just mean the UV islands (those are in the alpha channel of your bakes from Xnormal anyway). They cover tons of stuff, like i normally mask off all the rivets/screws on a hard surface model and seperate out all the different materials too, like metal and plastic etc.
I see. Well I guess whenever you don't have normals, it could come in handy.
That is one sexy gentleman. As for the outlines, not sure how much control you have in Marmoset but you could do the old "duplicate mesh and invert normals" trick to get complete control over the colour. All you need to do is block colour the texture on the inverted mesh so you could have a dark orange-y colour for the skin outline, a dark green for the coat and so on. Of course, that might make it look a bit too multi coloured so maybe just have a 2-tone outline or if you can change the outline colour in marmoset, maybe go for a dark, desaturated brown colour...?
Replies
rockin work
Without normal map also rocks
Ace dude, thanks for the streams!
Too bad that the stick looks blurry at this distance. Did you reduce the original texture without sharpening or something ?
This came out really great man, though I have to agree with Seth. While the orthos look amazing I'm not sure about the beauty shot. Think it has too many random colours going on. You should post him in the pose without the lighting.
- BoBo
I`ll also go ahead and echo what others have said-
pink light seems odd. maybe because its not casting shadows and its just cutting through your model and certain surfaces are receiving light that shouldn't.
The shader your using seems to be generating some harsh black lines. Perhaps some sort of fresnel/cell shading. In life there is no such thing as 100% black and as a result it always looks weird when its used. Even though you did it here as a stylistic choice, I think the harsh black just sucks the life out of your texture that looks SOOOOO sexy in the turn arounds.
In short, my crit would be to work on your final presentation skills, so you do all your other skills justice.
Great job, man.
jk jk
@EiGHT - I used a regular biped in max to rig the arms, then moved lots of verts around, kinda messy but it works
@texelion - I did sharpen, but tried to keep it subtle. The DoF in marmo might even make it look more soft. thanks for pointing that out!
@konstruct - I was using a black outline in marmoset. I'll tone it down or get rid of it. Presentation is something I still really struggle with
I'll go back and tweak my presentation. I'm fond of that pink light but I'll tone it way down haha I'll probably kill that black outline too.
Will have new presentation up soon, thanks once again everybody!
http://www.polycount.com/forum/showthread.php?t=97775
Baking masks doesn't just mean the UV islands (those are in the alpha channel of your bakes from Xnormal anyway). They cover tons of stuff, like i normally mask off all the rivets/screws on a hard surface model and seperate out all the different materials too, like metal and plastic etc.
I see. Well I guess whenever you don't have normals, it could come in handy.