Ok... thought it was about time to finally give this guy his own thread. Anyway, the body texture is basically done!!! I do need to dirty him up a lil bit, though I am starting to like the clean look... kinda has a WoWish texturing style I guess. I still need to paint the mouth (taking my sweet time getting to that). The spec map and the accessories are comming soon... this includes guns and yes even a cool cowboy hat.
btw, I changed the mesh a lil since I posted the wires in the "So what are you working on?" thread, so I'll post an update with that tommorow after work... I'm just tired now and need to crash.
mmmmmmmmmmmmm.... sleep
Replies
i think you painted the bicep a little too long there, thats why the forearm seems a little short?
anyways.. i already replied in the WIP thread so..
Nice work here.
I think you could push the highlights on the metalic armour abit more,maybe add a tad more gloss as well.
Quick question...I remmeber you posting a tut in the 3d/2d discussion forum about using grey scale and then addaying colour after. was this all done in grey scale then colour or did you just slap the paint on round the other body areas?
John
Bronco - I kinda like the dullness of the metal, but I'll try some sharper highlights and see if I light it... I think the spec map will surely help with this. And no, I just did the greyscale thing for the head (and obviously the greyish armor ;p) I started the body texture with full blown color... and the main reason why I did that was because I wanted to have figured out my color pallete before figuring out all the details I wanted.
Anyways, great job Scrubby! Planning to put him in a game or something?
PLaying a bit with wetness / matte will also add some spice to your work. Real nice.
Nice looking at the flat texture too, reminds me of how my flats sometimes look
Keep it up, this guy is turning out really well!
MoP
Dave - wow, the king has replied to my thread and likes my work.. thank you Now, when you talk about bringing light to the face to make it standout, do you mean in comparison to just the rest of the head or to the whole body? Also, I'm hoping the I can pull off the wetness of the skin and shinyness of the metal with the spec map I'll be making... which brings me to....
mop - The highlights on the armor... since I'm gonna add a lil more color in there, it wouldn't hurt to make the highlights a lil sharper as well.
JO420 - thank you (in my Jersey born accent)
If you squint, your eye should be attracted to somewhere... usually you want this to be the head or weapons, depending on whats most important for the viewer.
If your using a greyscale spec mask, use it to strengthen existing highlights, otherwise it flattens the surface effect.
Fixed up the lighting in the texture. Added a lil more color here and there (like the bare arms).
Made the spec maps. Made the cowboy hat and gun accessories (with a seperate 512x512 texture and alpha
map).
Still need to rig him, but I wanna move onto a normal mapped character so maybe I'll hold off on that
for now (I still need to learn riggnin or else I'd do it right now)... There's still space for the
mouth to be painted in the head texture because I wanted to wait until I had him rigged before I play
with it... so that'll be done later as well.
BTW, I'll post the poly count when I get home and can access my model. But off the top of my head the
body and head are around 4600... and the body,head, hat, and all 4 guns combined weigh in at around
5400. I'll post the absolute correct numbers tonight... and yes those would be tris I'm counting.
Until then:
All maps are 100% self illuminated.
Same render but without hat
and guns
MAPS
Spec MAP
Spec MAP
Opacity MAP
Some areas like the grey chest vest are pretty monochromatic. Throwing in some very subtle color changes that flow across the whole chest would make it more interesting.
Never seen that before...clever
Looks great!
swampbug - I tried splash more color in the chest but I just didn't like the outcome. There's already red and blue colors in there... but its not super noticable (on purpose). And the reason he may seem monochromatic is because I personaly don't imagine cowboys as wearing very vibrant colored clothes... they're always in black and brown and muted colors.
slaught - yup and thanks... glad people are actually liking that.
livewire - damn right! lol
Awesome work dude!!
Ramucho - mucho thanks
LiveWire - actually I was being told since I modeled the had that because of the eyes (that weren't textured at the time) and the high cheek bones that he resembled Clint Eastwood which I thought was great... this guys's a cowboy after all, so its not wrong at all... its a compliment! so thank you.
- BoBo
The UV's look a tiny bit wasteful to me, and I think you could do with some stronger texture overlays (unless you were going for a more painterly 'toony look) on the texture.
Fantastic work though, keep it up!
ScoobyDoofus - Thank you The UV layout was brought up in my cgchat thread so I'm gonna relay them out and merge in the head texture as well. Having some problems doing that though (read my thread in the 2d 3d discussion forum).
I was actually kinda going for the WoW style texturing... but not as super duper clean.
redid the texture so the heads in with the body on one 1024x1024, instead of having an extra 512x512 just for the head.
*put in inspiration file*
Filler - Thanks. I would've done more but I'm lazy
Weiser_Cain - Thanks for the honor
b1ll - YOU BETTER! lol
John_Warner - Thanks m8
killingpeople - thanks man. Newish avatar? looks killer!
IceWolve - too much work... for me. Moving on and learning normal maps now. Was finally able to play around somemore with zbrush yesterday
you people and your gigantic fucking images though. good god. put a link to the big one! people will click!!! aaaaaaaaaaaaaaaaaaaaaaaaaah
...
aaaaaaaaaaaaah
Sorry, I like big images... shows the details, plus I love it when other people post the bigger ones so I have potential wallpapers plus they're easier to study. And I'm too lazy to link to a big one. LoL