Here is my version of Bobo's Brunt model.
http://members.optusnet.com.au/~rowanfamily/brunt1.jpg
Im going for an engineer look.
Still, pixals to paint and things to tweak.
Must finish soon.
http://members.optusnet.com.au/~rowanfamily/brunt3.jpg
I might redo some parts like the flesh since Bobo extended the deadline.
Here is quick screengrab from 3d Exploration-
http://members.optusnet.com.au/~rowanfamily/stuck.jpg
I dont know what Im going to do with the waist/belt area, but I want to finish this soon. (So much for redoing the flesh!)
Ok finished!
[img]http://members.optusnet.com.au/~rowanfamily/final1.jpg[/img]
http://members.optusnet.com.au/~rowanfamily/head.jpg
Crits? Comments? Rotten Tomatoes?
Thanks guys :)
The textures are on two 256 sheets, so the blurryness come from not much space on the texture sheet.
I was going to add some straps at the back of his calf, but they didnt turn out too well :(
It is pretty dark, isnt it. Especially the feet area. I think the white background from the forum isnt helping either, as it looks brighter on polycount.
Thanks again :)
Hey Makk, looking really good, 256 can be a real butmunch to get sharp hey, don't know if this will help but this is one of the processes I use to pull detail out of a 256 map.
- Flatten all the layers
- ctrl C copy
- undo the collapse
- ctrl V paste the layer on the top of the rest
- apply a Unsharp mask filter
- fiddle with the settings until its looking good
- flick between that and the lower layers to pull out the detail were you think its needed.
- also get in there and do some pixel painting with a 1 pixel brush to redefine edges.
[:)]
[img]http://members.optusnet.com.au/~rowanfamily/tweak.jpg[/img]
ok, this has to be the last update. I went over some of the metal highlights with the dodge tool to make them more shiney.
Malus, that is a good trick to use, espacially if you work at double rez, then resize. Thanks :)
Hey nice start :D The muscles look well defined and there's some cool detail bits in there... keep going!