View Full Version : Technician (WIP)
Doubt 02-25-2003, 07:33 PM Not gonna say anything about him yet... I'd rather get uninformed opinions first ;) might actually give me better ideas to work forward with.
I'll post earlier iterations if anyone's interested.
http://www.noplay.com/WIP/1.jpg
|
|
JonasNoell
02-25-2003, 08:05 PM
Looks like another great model coming up! If you try to make the whole guy kind of comic like the face texture is perfect, if you gonna make it realistic, lips nose and eyes still look too comic like...
cANt
Doubt
02-26-2003, 05:20 PM
Yea, still don't really know exactly what I'm going for... are you saying you think the skin in it's current state looks too real for some of the facial features?
Hopefully later today I can edit this post and get some additional pictures up for you all to see and critique.
*edit*
Here's how his camera gizmo works... i rigged this up to some manipulators in max5 for the different moving parts.
http://www.noplay.com/wip/camera.gif
I'll post some current wireframes soon as well.
Stimpy
02-26-2003, 07:23 PM
to me right now he has a very interesting stylized painted look.. if you disregard the untextured parts it could be airbrushed.. very impressive.
im curious to see how this piece turns out. :)
Doubt
02-27-2003, 09:24 PM
A bit further along with things now... if anyone has texturing suggestions for the metal components, that would be great. I really haven't done too much with achieving believable metal before.
Thanks for the comments Stimpy... still don't really have much of an overall direction yet... just kinda on autopilot at the moment.
http://www.noplay.com/wip/2.jpg
Asorson
03-04-2003, 08:39 AM
Interesting character. I think that for a high poly model the texture has too much of a painted look. It could rely more on the shaders and lighting of the scene than the texture. The eye camera thing is too cool though!
lurifrax
03-04-2003, 10:20 AM
good model, but i think the lips look way to blurry.
Doubt
03-04-2003, 02:50 PM
Originally posted by Erik Asorson
Interesting character. I think that for a high poly model the texture has too much of a painted look. It could rely more on the shaders and lighting of the scene than the texture. The eye camera thing is too cool though!
Yea, achieving realism through lighting and shaders is still kinda new to me, i'm sort of working on a complete trial and error basis.
So used to painting everything into the diffuse map for game textures... how might you suggest getting away from my painted look?
Oh, nice golf bag by the way.
maybe you should post an untextured version?
where'd you go punk? get your ass back online! :)
as for the painting of lighting in the texture, i guess one way to look at it is that the actual texture itself should not contribute to low-frequency shading. that is, any area of the model that would be in light/shadow due to geometry shoudn't have any light/dark tones in the texture just to account for that illumination. i.e. under the nose, under the chin, under the brow and so on.
try running a highpass on your texture to equalize it... check this page out:
http://www.3drender.com/light/EqTutorial/tiling.htm
and post more :)
ben
DeFnoTmAniA
03-04-2003, 06:42 PM
good !! mais retravaille la caméra sur l'oeil !! sinon super taff
Doubt
03-04-2003, 10:03 PM
Thanks for the comments so far, not quite sure if my model lends itself perfectly to realism.. there are parts about my second iteration that i like more than this one, but you guys can be the judge.
Wireframe:
http://www.noplay.com/wip/4_mesh.jpg
Untextured:
http://www.noplay.com/wip/3_untextured.jpg
Current Iteration:
http://www.noplay.com/wip/5.jpg
i think it could use a little more defined skull structure... it's tough to see in the textured version but quite evident in the untextured shot... i'd like to get a sense of where the landmarks of the skull are, like the cheekbone, jawbone, ridge of the nose. they all are kind of glossed over.
granted you're not going for super realism but i think it's still important to making him look convincing. maybe you could overlay a skull photo and warp it to fit in photoshop to give some idea of where the landmarks would lie... then go in and start detailing those areas of the model (in geometry).
personally with a model of this resolution i would try to solve all geometry issues and get it looking as good as possible untextured before i even attempted to do much work with the materials. anyone agree/disagree with this approach?
Doubt
03-06-2003, 04:03 PM
Yea, taking a better look at the untextured version, I agree that some things need to be a little more defined in the skill... but I think its more of the jawbone and temple area that might need the work.
What about the cheekbone and nose specifically do you think. I'm not seeing the issue quite yet.
CGTalk Moderation
01-14-2006, 12:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.