I don't know, it's just a first glance for me but he looks really awkward in his regular T-pose. Might be better once rigged though, bake looks good, some normalmap issues at the bottom of the shoes maybe. Looking forward to seeing a diffuse texture on this bad boy.
Day 2 of the Household Props Challenge: Desk (300 tris, 256 diffuse) Only had enough time to quickly blockout my texture; most of my time was spent trying to push as much silhouette as I could within the tri limit. A bit tricky for something that's a little curvy!
I see. Figure drawing is extremely intimidating for me :S but I'll try. And about how much detail should I put into my diffuse? I tried to avoid getting into too much detail to try and and achieve a more anime-style colors, btw baking shadow is a no-no right?
Too many hours at work, can't get time to work on this guy. Keeping the colors simple, baked occlusion and blocked diffuse. The kneepads, shirt and goggles are the only things left for unwrap and bake. Would love some criticism. Especially on the colors, I can't decide what the scheme should be.
If you can, maybe try and get your hands on some of the textures for the OW models. I would almost paint this in flat diffuse mode only and worry about materials later. The OW texturing is super subtle but there is quite a bit going on in terms of how they paint their materials and the colors of course.
This is really the nature of the industry, technology advances and the old ways of doing things become obsolete. If you aren't moving forward, you're getting left behind. Learn and adapt. That said I don't think diffuse painted styles will ever go away, they'll just have more geometry.
Thank you so much everyone :) ! Sure, however I'm not really using a diffuse for most of the stuff in there. I wrote a little mini tutorial to show you what I mean: So yeah, these are the flats (original textures are 2k): Only using other textures than these for some of the props.
Well you could try using render elements - separate all the elements and only re-render each cloth texture as pure diffuse. GI may be a little funny tho because realistically cloth of different color would produce different color GI as well. And beware of reflection.
I decided starting in zbrush wasn't the best idea. I'm now thinking of using reference, and painting in PS. I'll use the end result as an alpha (for Zbrush) and probably the basis for my diffuse map. I heard that there are new kinds of maps though for UE4, which I'll have to look into.
Wow! This alien character is looking really cool. I noticed that from the previous version the metal looks a lot better, did you change the diffuse or is it because of the spec and gloss? Are you rendering this in a game engine or marmoset toolbag? By the way I really like the speed sculpts on your site.