Been a while since I updated. Had to wade through the whole retopo/bake process but now Ive got the textures at least at a base level. No spec yet, and I redid the hair. let me know what you guys think!
i'm done with this!! doing this one armed character was challenging and FUN!!! thanks for all the comments!!! Specs: Character - 56,000 triangles + 4096x4096 Textures , Equipment - 32,000 Triangles + 4096x2048 Textures. Modelled and Rigged in Blender, Sculpting in Zbrush and Textured in Substance Painter 2.
Work on separating that spec so that the materials find their own definition. I'd love to see a side on view, because I feel like she is missing a jaw line. Other than that, kudos on your progress! There are some really good things going on.
Update! Here Ven is in Marmoset. I'll be doing a basic rig and pose on him soon too. T-pose is a lil boring! Also forgot, need to tone down the spec on his eyebrows and some other parts there. Darker environment to test the glow:
blue paint would benefit greatly from higher gloss and a cubemap. for the brass parts, i'd also push the saturation more on the spec. you might also consider toying with making certain sections of it silver so the shapes stand out more.
figured it out, im a tard lol. NOW im getting flipped normals, here it is in marmoset, with a base texture and no spec yet. some but not all of the normals i overlapped are not inverted like you can see on the stock. any ideas on how to fix this?
Hi! could you elaborate a bit? Do you mean if you have for instance albedo channel selected and make a change nothing happens in normal/spec so on so on? Alos what machine/Ps version/Suite version are you running?
The new version of max has really neat composite materials, similar to photoshop layers. You would be able to bring in an AO map and multiply it on your diffuse. You could also do the same with your spec if you wanted. neat stuff :)
One thing that bothers be here is just that your materials do not read as metal, it looks very flat like a plastic or even concrete type material, not reflective like metal. Darken your diffuse and turn up the spec, play with the glossiness etc.
keep in mind that if that much snow fell, it would be going OVER the edges of the top, not receding behind it, and icicles would have probably at least begun to form. Toss a nice noisey spec map on it so we can get that glisteney snow effect