Dark evil Hero

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Old 08 August 2008   #1
Dark evil Hero

Hi

Well im working for some time now on a Charakter.

But im not very glad with my work.
I dont know what it is but perhaps you guys can help me and give me some critik on it.

The Charakter is very very evil and dark. He is influenced by a strong Demon.

Im not very happy with the Boots neither with the Texture ...
Well not that big suprise cause its the First Charakter i do seriouse Texturing. I textured a Dragon befor ... but thats another Chapter.


Im glad for every help/critik i can get ....

Just click on the pics to get a bigger version to see.





Last edited by Dragoonmind : 08 August 2008 at 05:10 PM.
 
Old 08 August 2008   #2
I'm not sure what software you are using, but if this was mine(using max) I would render to texture a lighting map and then put your current texture as an overlay or a screen layer of it for help pop out those details. The reason I'm suggesting this is your textures seem really flat at the moment, other than that looks good.
 
Old 08 August 2008   #3
I like the model very much but I think you really should invest more time in the texture because at the moment its looking very procedural.
Render out an occlusionmap and a lightning map and overlay it.
I am anxious on the improvements
 
Old 08 August 2008   #4
Well thanks for the fast critiqu, im looking forward to get more :-)

Well i have done the basemodeling in Maya, Detailing in Zbrush and textured in Photoshop.

The render down is direktly from Zbrush ...
But give me some time and i do some bether renderings in Maya.

Well im also doing like suggested some other Textures like Specular, Transparency


Originally Posted by JustinPerreault: I'm not sure what software you are using, but if this was mine(using max) I would render to texture a lighting map and then put your current texture as an overlay or a screen layer of it for help pop out those details. The reason I'm suggesting this is your textures seem really flat at the moment, other than that looks good.


Well i dont know very much about Max but i think something similar is possible in Maya. But im not quiet so sure about what you mean...

Last edited by Dragoonmind : 08 August 2008 at 06:43 PM.
 
Old 08 August 2008   #5
Originally Posted by Dragoonmind: Well thanks for the fast critiqu, im looking forward to get more :-)

Well i have done the basemodeling in Maya, Detailing in Zbrush and textured in Photoshop.

The render down is direktly from Zbrush ...
But give me some time and i do some bether renderings in Maya.

Well im also doing like suggested some other Textures like Specular, Transparency




Well i dont know very much about Max but i think something similar is possible in Maya. But im not quiet so sure about what you mean...


Which Version of Maya are you using? Since 8.5 you easily bake the highpoly normals or occlusion to the lowpoly with the Transfer Maps Function.

Heres a good tutorial on that.

In Maya i bake Lightmaps with 6 white directional lights to make sure the model is entirely consistent illuminated from each direction and then in Transfer Maps you bake the Diffuse Informations.

A tip to improve the zbrush rendering is to render out the same model with different materials and overlay them in PS. I render out my normal material, occlusion which you multiply with 50-60%. Then the a Material like Metal to have control in Photoshop about the highlights. Then Flat Color for the Alpha and finally the standard-white Zbrush 2 Material for a fake Lightmap. Just experiment with different overlays methods.
 
Old 08 August 2008   #6
ahh thank you very much ... well i know ambient occlusion very well ... just didn´t know that its also called Lightmap ...

Well yeah .... sould do that ... But do you guys have an idea how i can improve that Model/texture other than better Rendering?


Other textures like Specular and that stuff is one thing ... :-)
 
Old 08 August 2008   #7
Originally Posted by Dragoonmind: ahh thank you very much ... well i know ambient occlusion very well ... just didn´t know that its also called Lightmap ...

Well yeah .... sould do that ... But do you guys have an idea how i can improve that Model/texture other than better Rendering?


Other textures like Specular and that stuff is one thing ... :-)


Occlusion and Lightmap is not the same.

My english is not that perfect but I try to explain it.
A lightmap is the light information from lights that hit the surface. You just get more depth information from an overlayed lightmap to your texture. Try to google about lightmaps or just try it out by placing some lights in your scene and bake the diffuse informations to your model.
 
Old 08 August 2008   #8
ahh okay ... well ... now i know what you mean ...

Im going to make some improvements tomorrow ...
 
Old 08 August 2008   #9
I think once you add those to the model a lot of those smaller details you put into it will pop out and become more evident, excited to see the model with those applied
 
Old 08 August 2008   #10
some wire shots and non-ortho shots would be nice to help us see the model better and give some better feedback
__________________
Some say he's dead. Some say he never will be.
 
Old 08 August 2008   #11
Originally Posted by Buzzy: some wire shots and non-ortho shots would be nice to help us see the model better and give some better feedback


Comming soon

I have some trouble with my Computer at the moment.
My keybord and mouse dont work as they should ...

But i worked on some texture improvements ... hope to solve the problem soon to show them of ...

stay tuned :-)

Edit: Well i fixed the problem... Updates hopefully comming in some hours ... well ... after i sleped some hours, went back from work ... and well ... Could take a while :-D

Last edited by Dragoonmind : 08 August 2008 at 11:38 PM.
 
Old 08 August 2008   #12
Hey guys,

well i tryed alot around the other day with Lightmap and i find it a very simple and useful way to achive details.

At the moment i make a lot of changes to the proportions of the Charakter and sculpting some more details in like on the skull of the left shoulder or some foldings.

So stay tuned.

Hmm i have a little question, perhaps some of you have an answer...

In zbrush i have about 30 Polytools. Well i know that i could have done this with much fewer polytools but well ... ive learnd it for the next projekt.

Well when i now want to bake the polypaint into a texture or render a Normal map, i need it to be one objekt, haven´t i? Well unless you merge it in photoshop or merge the polytools in zbrush .... anyone a better idea how i could do it more efficient?
 
Old 08 August 2008   #13
Google for Subtool Master by Pixologic its magic
 
Old 08 August 2008   #14
ahh thanks that should help a lot ....

Im trying it right away ...
 
Old 08 August 2008   #15
edut:

Well i sculped some more hours now to get better proportions and details in the Mesh.

Originally Posted by tarcus: Google for Subtool Master by Pixologic its magic


I´ve also played a bit around with that tool and its very nice ... but i have a problem with it ...

When it merges the subtools it deletes every Division level, too.
So i have to reconstruckt the Mesh. But when i try so it tells me that it couldn´t do it.

And with no sub-D level it helps me not that much to make Normal or Displacementmaps ...
 
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