Here is my contribution to a Q3 ppm. Credit to Mop and Poopster for the model.
[img]http://members.optusnet.com.au/~rowanfamily/glad_final.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/glad_flats.jpg[/img]
I struggled a bit early on with some of the UV mapping and painting of metal, but managed to push on and come out with something Im fairly happy with.
I do like the metal the most but the flesh doenst look convincing enough, not sure what it is, maybe I didnt pick the right values to use. OH well.
Yeah, definately love the work you've done in the pectoral area.
Right now the metal areas don't seem to emphasise their weight and it seems they are just grafted on rather than being a solid piece of armour - particularly round the legs. Perhaps you can think about some reflected light hitting the armour and bouncing back into the skin? Might give it a little depth.
Maybe the triceps area can do a little bit more work too.
The face is great! Great work
Thanks guys :)
Yeah it could probably use some better lighting, especially around parts of the boot.
Tried to have a go at some reflecting light, but I wasnt happy with the results so I got rid of it.
Hopefully it gets into Q3 as I have never had anything go in game before. Cant wait to gib that sucka with a nice rocket to the face!!
nice work Makk, the face really caught my eye when i was skimming through that thread on polycount. ill do a version of my own some day, already downloaded the SDK :)
if you wanted to work on it any further(i know its been a week since the SDK was posted on polycount) , id say put some stiching in the fabric and maybe even a fabric texture multiplied over the top. it does look like some sort of fabric, but its a little ambiguous at the moment.
Just a small update, the ppm has now been released.
You can grab it from here-
http://ldaustinart.com/paul/gladiator/q3mdl-provocator.zip
Here are some screengrabs of how mine turned out in game
[img]http://members.optusnet.com.au/~rowanfamily/shot01.jpg[/img]
[img]http://members.optusnet.com.au/~rowanfamily/shot02.jpg[/img]
Its been really cool to actually see something that you done in game :)
Maybe soften some of the noise around the shadows. It's taking away a lot of the nice depth you have in there. Remember those smaller details will be obscured if theres no light to brighten them. As it is, it's uniform all over the texture, and makes it look flat.
I could be talking shit. Been a while since I've done this stuff hehe, but give it a try.
Also more colour variation in areas where the skin is thinnest - and therefore most translucent. It is a lesson joel taught me ages ago that I never really picked up.. But things like some reddy tones around these areas.. Can make it pop. (depending what colour blood the guy has i guess). It does come off as being very two tonal though. Have a look at some ref pics of faces and stuff. Look at where you can push colour in etc.
Just a thought.
Tis a nice job though :)