View Full Version : Texturing- Monster for Sanctus Legacy
SupRore 02-25-2006, 09:52 PM This is a model (near 1400 tris) I did for www.sanctuslegacy.com (http://www.sanctuslegacy.com) in december. I've not much experience at all texturing, but I decided to pick this one up and give it a try. I know my UV map isn't too good, and I plan to fix that, but I'd appreciate critique on texture.
Here is the concept, drawn and colored by Naomi Chen (http://gunnerromantic.deviantart.com/).
http://www.sanctuslegacy.com/naomichen/SCAs/0_Skapp_o.jpg
And my work so far:
http://i1.tinypic.com/ojfg49.jpg
http://i1.tinypic.com/ojfqsj.jpg
http://i1.tinypic.com/ojfsba.jpg
As I said, I'm fairly new to texturing. Critiques would be apreciated, just not on my UV map. I know there's wasted space, and that I didn't map most things in a very effective way.
-3dsmax7, Photoshop 6.0, Textporter plugin, PSD paths exporter plugin.
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SupRore
02-26-2006, 02:38 AM
Nobody has a critique?
TychoCelchuuu
02-26-2006, 02:55 AM
Is there any reason his head is so bright? It looks slightly out of place.
SupRore
02-26-2006, 02:59 AM
Is there any reason his head is so bright? It looks slightly out of place.
The top half of the head is covered in a skull-like helmet, in the concept. I think the texture's presently a bit too bright, but that's the reason for it.
I haven't really detailed the 'skull' yet, so it lacks the shading of the rest of the model.
ArchangelTalon
02-26-2006, 03:16 AM
I think the different parts of the character could use more definition.
Make the claws look much more chitinous (they still have veins on them just now, they're almost entirely indistinguishable from the fleshy body).
Make the skull mask more bone coloured, it looks like it just uses lighter shades of the same hue as the body, which is probably why it's brightness looks out of place.
Might be an idea not to use the same style of texture overlay for both the flesh and the non-flesh areas, too.
For the detail you have just now, you could easily get away with a texture size that's half of what's there. (Especially if you fixed up your UV space, but you know that already ;))
I also think it might be worth modeling in the claws at the end of it's wings rather than leaving them to an alpha'ed texture.
Lots of crits, sorry :) Not meaning to be harsh. I'm digging the design and the model's pretty sweet.
SupRore
02-26-2006, 05:13 AM
Make the claws look much more chitinous (they still have veins on them just now, they're almost entirely indistinguishable from the fleshy body).
Make the skull mask more bone coloured, it looks like it just uses lighter shades of the same hue as the body, which is probably why it's brightness looks out of place.
Might be an idea not to use the same style of texture overlay for both the flesh and the non-flesh areas, too.
Lots of crits, sorry :) Not meaning to be harsh. I'm digging the design and the model's pretty sweet.
Thank you for your critique, that should help a lot. Those are some pretty valid points.
Also, thanks for your words about the model. And I agree in regards to Naomi's design.
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02-26-2006, 05:13 AM
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