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Thanks Frell and Lavitz, I like the idea of carvings on his horns, i may look into that. One thing i am going to add is more white tribal paint on him, mainly on his stomach and upper back.
Anyway, i went ahead and made these potions, 500 tri's each is kinda heavy but i don't mind spending extra tri's for the glass effect. His staff and book will be on another texture sheet, and these are on their own 512x512.

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Looking cool. What I liked about your paint over was the seeming black hole in his belt...gives new meaning to 'the belly of the beast' ;)
Would be cool if it stayed that way and he devoured souls through the empty black hole in his belly or something.
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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At the moment its kind of an engravement onto his brass buckle, i'm not sure if adding depth to it would make much sense, as it could only go so far before it intersected with the belly.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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I think 1500 triangles for 3 potions on a full character is a bit much tbh. As for the texture, you said they are 512x512, why that big? The glass and liquid both have 0 texture to them so they should use barely and UV space at all, so that only leave the thread around the bottle neck and the cork and. Tbh I think 128x128 should be enough and even that might be a bit generous. I also think the black holes and black thread look a bit odd, they give me the feeling the textures are unfinished and the AO bake you're using didn't render those part properly.
You neither state if these are WIP or finished so I assumed they are finished.
Just wondering, but why'd you go with the hexagram when modeling a demon? I just Took a quick glance at the hexagram wiki and well:
Quote:
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It symbolizes the nara-narayana, or perfect meditative state of balance achieved between Man and God, and if maintained, results in "moksha," or "nirvana" (release from the bounds of the earthly world and its material trappings).
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doesn't sound very demonic to me. Are you sure you weren't going for the pentagram? I know it's more of a cliche but it's because it's more connected to the whole magic/wicca/demon stuff.
Keep up the good work!
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, triangle,
407 Posts,
Join Date Jan 2010,
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@Meintevd WOW I need to research more, i just assumed the hexagram was the correct one - PENTAGRAM thats the one i need... lol. Will resculpt with new alpha. *feels stupid*
The potions were finished for now, with intent to go back to them after i get everything else lowpolyed - i agree the black holes are ugly, i'm going to saturate my AO bakes and bring down their opacity to fix that. The polycount is almost instantly halfed by removing the glass effect, if this were in an actual game i'd imagine some kind of fresnel shader could do the glass effect instead of geometry, but for the sake of a portfolio piece i'd like to keep the glass geo there, meaning that the polycount won't really shift dramaticly without losing silhouette (and the silhouette is almost too square already).
Also - i'm not sure if anybody noticed, but because of the transparent glass you can see that the cork stops without actually going into the glass - it's just resting on top. Bit of an oversight on my part and i'm going to fix that too.
*note to self, research demon stuff before putting the wrong symbols on work
edit:

Last edited by gilesruscoe; 06-06-2012 at 05:47 AM..
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Yes cork and thread are a ton better now 
Also something I noticed in the last image is that the glass seems rather thin at the neck, I'd expect it to be around the same thickness as the rest of the body, but that's just a small thing.
As for the polycount you seem to have thought about it and have a good explanation why, and I guess it's always easier to take away than add later on 
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, triangle,
407 Posts,
Join Date Jan 2010,
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Yea the glass is pretty thin there, a result of making the cork sit properly in the top of it - doubt it'll be recognisable in the final renders, but i'll see.
Fixed the stupid error on the book:

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Added in his spell pouch - not sure if i want to keep the shoulder strap or make it clip onto his belt instead. Suggestions would be great.

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Pretty happy with the sculpt now, so i may start doing staff designs and retopoing him. If you have any crits on the sculpt now is the time to say so!! :P
It spins!

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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really like it only the knuckles of the hands look a bit sagged out if i am saying it right.
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, spline,
115 Posts,
Join Date May 2010,
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Thanks Terry, the knuckles are meant to echo the style of the elbow, with circular folds instead of linear ones - do you feel its not working?
I lowpoly'd, baked and textured the book just now, not sure if i will keep the orange glow or replace it with blue to match the rest of his glowing stuff.. probably need to darken the inside of the lock too.

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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i got the feeling it doesnt match it a bit it aint bit just feels a bit of. maybe thats just me awesome lowpoly;D
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, spline,
115 Posts,
Join Date May 2010,
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Jacquechoi gave me some feedback on the material definition of my book and showed me this.
Redid the spec all over and toned down the metal diffuse. Here's the final result :

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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This is random but checked out your portfolio and checked out your pilot character-AWESOME, AWESOME, AWESOME.
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, spline,
147 Posts,
Join Date Apr 2008,
Location Chicago Area
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Thanks Alex, glad you took the time to check it out!
Retopo done! He's at 12k tris including his bag. I may remove some loops after baking.

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Baked him down, just got some base values in there for the spec and polypaint bake for diffuse at the moment.. let the texturing begin!

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, dedicated polycounter,
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Pretty much done texturing him, just added some hue changes and gradients to him and painted in some extra highlights in places. Also made a little pedestal for him.
I started on a staff sculpt but in a moment of stupidity i closed zbrush without saving it >.> what a fool! So i'l have to start again - probably with a better design too...
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Staff added in

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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Posed and finished!
turn table video still to come.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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sweeeeeet!!
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, triangle,
401 Posts,
Join Date Jul 2011,
Location Quebec
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I think the colored spec is way over saturated (opinion here) but it's a great looking piece. Could definitely see a supporting role character here.
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, polygon,
738 Posts,
Join Date May 2007,
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Thanks guys - here's the video upload, kinda crappy quality due to compression murdering it.
http://www.youtube.com/watch?v=eWgbmc8vpe8
Last edited by gilesruscoe; 06-09-2012 at 05:33 PM..
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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fun character, the amount of glow is a bit much but this came out cool!
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, spline,
168 Posts,
Join Date Feb 2009,
Location Chicago, IL
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