More stuffs.... Spec Ops character I did several weeks ago... I call this one "Dirty Spec-Ops".... because he came out gritty and dirty... going nuts with smart materials in 3DCoat....
After months of not beeing able to do any creative work for various reasons i realy want to get back into the habit of doing frequent, hopefully daily creative work and in the hope of posting some of it to motivate me I will also start this digital sketchbook here. I have an education as a traditional wood/stone sculptor…
A side project over the holidays inspired by info Ben Bolton had shared here altho I'll use both unique textures with a trim sheet to paint this prop, anyway high is done whilst low poly triangle count will remain at a sub-1k target. Edit: Was quite challenging for me too cull detail plus adding bigger bevels without…
Your diffuse and material definitions are really letting it down right now. The sculpt is spot on, really is. But that diffuse... That spec... They almost look like flat colours? Also, are you using a gloss map? Colour spec?
If you want a good place to put a spec together. http://www.overclockers.co.uk/ They have a good forum where you can get lots of advice as well, they'll probably even put a spec together for you.
I agree with duoxan. You should also put the dirt in your spec map. The whole body is flat gray in the spec map, it will really help sell the dirt if it masks out some of the specularity of the metal.
Update: I still need to work on the blade section, its a bit rough, but I think I am close to done with this one. Help me out with some CRIT! No Spec Quick Spec CRIT!!!
Spec in the hair is a little off imo. Work on a more contrasting spec map, and also get some normal details in there and it should look alot more convincing. Other than that, its looking really rad!
looks pretty awesome. The spec doesn't seem to be doing much, could be the lighting? Have you played around with spec color, it can help bring out the grudge/oily film metal sometimes gets.
Great Idea, and nice start. Bark texture looks a bit too white to me at the moment, i think the white should be coming from the spec and not the diffuse. Is it going to be diffuse only or will you be adding spec/normal as well?