Characters in source tend to be made of at least 3 material sets anyways. One face, One eyes, One body. Source uses defined shaders so you're merely swapping out the materials themselves not the shaders so performance is generally decent, although it's not the best lot's expected for a character to eat up a lot and not…
The render with materials is pretty great, gotta agree that the white ones don't show the model as well though. I think it would work better with less gloss and a single clear light source as in the most recent lighting ref (notice how it's not a three point light setup because the shadows are necessary to define a white…
Welcome! Can't say I've ever seen an oil drum with pipes coming out of it. Got ref? You also need to reconsider your polycount for your low mesh. There is a ton of wasted poly's and edge loops all over your mesh. This isn't a great example but the rule of thumb is to only use poly's that will define the topology (give…
Really nice modeling! I can't wait to see more! Is there a chance that you can post wires? Also. It seems like you may need to tigthten a few bevels. The other thing I would suggest is thay you change the direction and the intensity of theligth. Rigth now is blowing your spec away and not really defining your topology.
@Boban, I think it's a good and cheap learning tool. Since it's all digital you'll still have to checkout photo refs or videos to see how it applies on an actual person. Because people come in all shapes and sizes so some muscles are more defined for say athletes but you'll notice more bony landmarks in lean people.
Looks good! I'm curious about how you plan on tackling the large cracks in the stone of the castle. Do you plan on using tiling textures for everything, and defining the cracks with actual geometry, or were you planning on baking high poly onto low poly, or maybe even using decals? Had you planned that out yet?
@ScrotieFlapWack Glad to help out =] @EbolaV Yeah you definitely don't have to blend it back in when using the min mode, but like @somedoggy said it tends to leave some lightened spots, which honestly probably aren't that noticeable but I like to have a more defined grout line. I'm probably just being super picky haha =]
I guess, given the restrictions, and if they're not explicitly telling you, hopefully you also understand from this excercise that silhouette is one of the most important things that game art must nail consistently, even if it's a weapon. Only add polys if it contributes to the silhouette. Also, define handpainting. Like…
Thank you for the reply and wow I would just like to say you are one of my character artist heroes. May I just ask could you elaborate on "defining the outer edge of things" I'm not too sure what you mean buy that exactly. Anyway thank you for the reply. Thank you so much :)
Really interesting idea, like it a lot. I'd try and add some sharpness to some your edges, quite a lot of the environment is blurring together. Whip out the lasso tool or something and get defining those edges. Something I'm guilty of myself at times. More so on the inside shot then outside as I can appreciate the…