View Full Version : Character: Monk
Finally had some time to pose and add a few details to this character. Lemme know what you think! I also would like to point out how much I hate the lighting controls in Marmoset, the ground looks horrible when it catches all that light and there doesn't seem to be anything I can do about it.
pretty nice! His thumbs seem a bit small/deformed. Also, maybe a beard would be cool. sneakers are a nice touch
Loving the Onitsuka Tigers. Maybe try different colour schemes? I'd say the stage is a bit bright, and detracts from the main model. You could focus that extra light onto changing the colour of the shoes ;) I have an obsession with shoes huh? Nice model though! I saw the word "monk" so it was an instant *click*
heh I'm glad everybody loves the shoes so much. I agree that the light on the stage takes away from the model, but to my knowledge there isn't a way to control how much light each material absorbs in marmoset.
08-21-2010, 10:49 PM
A materials editor with no reflectance property? Is this common?
08-22-2010, 05:57 AM
Looks really great, would love to see a wire frame. and some map layouts
08-22-2010, 10:31 AM
Hehe, nice stuff you got there, especially I love the lower body alot!
My critic would be the hands, don't know because of perspective or not, but on your image it looks a little bit short. Looks like he can't touch his left ear with his right hand crossing on top of his head, which normally adults can and kid doesn't.
About the ground why it looks weird right now is because the character not casting any shadow onto it which make it looks separated from the character.
Link to the full set can be found at http://www.andyfoster3d.com (http://www.andyfoster3d.com/)
Made some edits
08-22-2010, 03:37 PM
ooh, you got a shadow in, nice :) Can't really see any other changes to be honest. I like the proportions of this one, looks really nice. Love the shoes mate ;)
Yea fixed the shadows, scaled the thumbs and hands up a little bit, and extended the length of the upper arm. The proportions of the hands were fine before, I spend a good amount of time thoroughly going over proportions before I texture so I'm sure of it, but sometimes some added scale makes things seem more accurate. Unfortunately there is not a way to save camera position in marmoset, if there was the difference would be easier to spot.
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