View Full Version : Cowboy Skeleton Puppet
02 February 2011, 02:58 AM
This is a character I have been working on for about three weeks and I think he's almost finished. I'm hoping to use him as an outing into the world of animation, and maybe include him in a small game demo. Crits and suggestions would be great! Thanks.
02 February 2011, 10:49 AM
when presenting this model, ditch the blue blender background :) and investigate 3 point lighting to brighten the guy up. It is difficult to comment on something obscured in darkness.
How is the polycount?
02 February 2011, 02:08 PM
Thanks for the reply! I attached a new render with improved lighting and I upped the spec a little to make the details easier to see. The polycount is 7482 verts and 7482 faces, with both the coat and the body having three 1024x1024 textures (Diffuse,Normal,Spec). I have rigged it and the rig has 83 bones. I haven't really rigged a game character before so if anyone knows how many bones a game rig can have, that would be great. Again, any suggestions are welcome!
02 February 2011, 07:20 PM
now we can see what's going on! :)
I'm not aware of limit on bones, or any magic number. I can imagine that bone-count is somewhat proportional to manageability. What examples have you come across while learning to rig? I realize you upped the specularity to show the underlying geometry, but instead you should get more acquainted with lighting and let the specularity do what it is supposed to.
Textures here are a little confused, the specularity doesn't reflect the 'tangeable' texture underneath. the base texture looks like sewn sackcloth, but the shinyness looks like china/polished bone. Sackcloth has a very different way of interacting with light.
( http://farm3.static.flickr.com/2356/2443788814_939d6a0383_o.jpg ....i don't want to know either)
The stitches look too blurred. If you want to increase the awesomeness think about the material of the stitch. The stitch itself is 3d, has a tactile quality not represented here, and also interacts with light differently.
some inspiration perhaps.
02 February 2011, 03:05 AM
I messed with the normal maps and spec a little bit, and I think it looks a lot better. Thanks so much for the suggestions, I think it's really helping.
02 February 2011, 08:17 AM
- now figure out how to prevent stretching in the texture. Fix this first!
- let's say the texture reflects a real world sackcloth, while the specularity is now better, the results are by no means convincing. You will do better! Use a combo of subtle bump map and specularity map to get the visual representation that the sackcloth is made from strands/fibers.
02 February 2011, 08:17 AM
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