View Full Version : Vampire Knight revamped
08-14-2007, 05:22 PM
This is actually an old portfolio piece that I gave a face lift. New texture, normal map, spec map, and render. I think I found a good work flow with producing my normal maps- I sculpt all the major details (skin and clothing folds) in Zbrush and then do the finer details (clothing patterns, stitching, chainmail) in photoshop using Nvidia's normal map filter. He is much darker than the previous version by I tried to add more variety in the spec map. All comments and crits are very much appreciated.
08-14-2007, 08:19 PM
Wow! that guy looks cool and good work flow tip.
The only small crit is the wrinkles around the gutt seem stronger than the rest of the wrinkles.
08-15-2007, 06:07 PM
Thanks JohNLA. Yeah, I hadn't noticed that, but it is true.
Come on guys. No other crits? I know this model isn't that great. No other suggestions?
08-15-2007, 07:08 PM
I'd love to give a critique on this other than its damn good, but itís kind of out of my league. To me it looks like you have a solid, clean mesh and I'm digging the character in the face. It somehow reminds me of Neverwinter Nights only high end.
08-16-2007, 06:52 AM
things I noticed after looking at your wires. It seems odd to me that the verts on the elbows and knees don't conjoin. Usually I notice people have them either join up on the bend or have some edge looping going on in that area. The shirt seems somewhat like it's made of vinyl (so shiny)and the face while undead looking has very little color variety. I don't know, it just seems pretty plain. Most the color in the face is from blood close to the skin, but it just seems white. I could just be nitpicking or pulling out my ass here, but things that I noticed, anyways.
It does look good though.
10-11-2007, 03:39 AM
Those are awesome crits Praetus, thank you. I am going to take another pass at the spec and texture, and try to improve on what you pointed out.
10-11-2007, 11:59 AM
nice work - i do want to point out something i see a lot as a character TD. you've modeled the drape of the clothing as if he were standing in his T-pose. in this pose, he looks perfect. but when he drops his hands to his sides (as they will be most of the time) the folds/wrinkles/drape will not appear correct. they are still conforming to the t-pose. i see this on pants as well, where in a spread leg pose, the pants are modeled to drape inward and towards the ground but as the characters feet are brought together the drape defies gravity and points sideways.
one way around this is to model\zbrush\mudbox in a more relaxed normal pose to get the flow of fabric more natural, then put him in the bind\T pose. this can easily be done in mudbox by reimporting your base level in the t-pose AFTER all the detail work is done. the hi-res model will retain the detail but be in the proper pose. (see the gnomon digital maquette dvd for this example).
but, yes... great job!
10-11-2007, 11:05 PM
Damn. That's true. I might have to go back to the highrez and changed those folds. That is great advise to sculpt in a natural pose and then change to the binding pose. Since I originally did this one, I stopped doing T-poses for sculpting, so its not as much of a problem, but for my older characters-damn. Live and learn. Thanks.
10-12-2007, 05:00 AM
Very nice! but wrinkles seem to uniform
FIGHT IT UP!
10-23-2007, 09:52 PM
What I noticed was the edge flow around the butt. If it was to be rigged the legs will cause a lot of stretching on the thigh or mid section. For better results for when you pose the character the edge flow around the butt should be more shaped like \ / and then level out on the legs around 1-2 more edge loops down.
The arm edge flow will also cause some problems as well around the armpit area if moved into pose. The edge flow should roughly be shaped like a fan.
Edit: the finger joints could use more edge loops for bending as well but that depends on how many polys you feel like Using.
10-23-2007, 09:52 PM
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