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AlvinG
06-15-2007, 12:24 PM
Hi guys, this is my first post here :o and this work is my first "nextgen" oriented character. I have used 3dsmax, zbrush and shaderFX.
The model is constituited of 8768 triangles and 3 textures 2048 pix. I hope you like it. C&c are welcome!:doh:

Latest Update:
http://www.brokenbones.it/lowpoly/ork_composition_large.jpg

polycount:
http://www.brokenbones.it/lowpoly/ork_wireshot_small.jpg

highpoly head:
http://www.brokenbones.it/lowpoly/uruk-hai_head_highres.jpg

texture sheet(1:4):
http://www.brokenbones.it/lowpoly/ork_texturesheet_large.jpg

THX, BYE!

Kus Umok
06-15-2007, 12:37 PM
Im guessing its an Uruk Hai right? Im going by the sword and armor. If it is you might wantt to give it a more "Orcish look" maybe also a dirtier look. Overall a nice piece, Good Job

Robert Padbury
06-15-2007, 12:45 PM
Hi There! This is also my first post!

You've done a great job with this. You might want to revisit the texturing of the cloth in the armpit and groin region. It doesn't read as cloth.

Two suggestions for this:

1. Get a black and white image of thread, shrink it down and use it as a multiply layer.

2. Soften the contrast between the highlights and shadow regions.

Oh, add some dirt and grime. He's a bit too clean and shiny. :)

Great Job!

- Robert.

Marcus Dublin
06-15-2007, 01:31 PM
Welcome aboard Alvin, and thanks for sharing your Uruk-hai with us. I have some comments and suggestion on the model and texture. I’m not sure if it’s your FOV but the hands and coming off really small and there throwing off your proportions in that area. The same can be said for the feet. If the hands were scaled up maybe 20% and the feet 5% that would help. The muscle structure around the knees looks a bit forced and unbalanced. You seem to have an idea were things go but the muscles are not wrapping around properly, this is also because the mesh didn’t properly conform to the highres. My guess is that you did your low poly mesh first and then brought the high res into the same scene and baked it. That’s fine but the muscles around the legs that broke the silhouette needed to be adjusted, normal maps or not it feels un-organic and more like a cylinder.

Live and learn but something to be mindful of on your next model attempt. The texture has some issues as well, the skin for starters can use some color variation to break up the even tone throughout. The complexion of his legs is exactly the same on his face and arms. Considering he’s an Uruk-hai it would be cool to add some scars grunge and bruises, rash, etc, to make the texture more interesting! Last but not least is the metal armor, the coloring you have is a solid start but the wear and feel of it is lacking due to being under worked. Go into Photoshop and add some layers and mix in some scratches, a bit of grunge, rust and various oxidations. For reference goggle up some plates of iron, and aged steel. All in all this is a solid attempted at a first nextgen character and hopefully you’ll share more of you work with us.:)

Marcus

PS: As a side note never use that much UV space for the inside of the mouth!

AlvinG
06-15-2007, 01:57 PM
Uauh! thx guys for the faster and detailed reply. I'll work on the textures and model shape to improve he's "orcish look" :D
Thx for your very helpful suggestions. I'm happy to be aboard in this fantastic community. THX!
I hope to update soon my work. Bye!

Kalango
06-15-2007, 03:57 PM
normals are inverted....try to use photoshotp or any normal map tool to fix that...or fix that in max, maya etc....nice looking btw, the lighting is not that good since it seems to "rip" all the texture details....legs muscles are too rought...backs are very nice looking :) keep it up man.

AlvinG
06-16-2007, 04:54 AM
normals are inverted..

Why? I don't understand!:think:

The illumination is very simple, maybe I will try to make a real rendedrings! The viewport screengrab is very flat. :(

see you!

AlvinG
08-13-2007, 10:21 AM
Hi guys, much time ago I improved this work, but I forgot to
post it! Bye!

This is the latest update:

http://www.brokenbones.it/lowpoly/ork_composition_large.jpg

AlvinG
08-13-2007, 10:40 AM
this is a portion of the texture at 4k(full resolution).

http://www.brokenbones.it/lowpoly/ork_texture_4k.jpg

monkeyboy
08-14-2007, 05:37 PM
Sweet! haha

Nice work, AlvinG...the anatomy's a little funky, but I guess it's too late to fix that stuff now. He seems dirty enough now too.

I'd seek some clarification from Kalango regarding the 'inverted normals' because I really can't tell what he's talking about (I'm new to normal mapping too). It seems fine to me!

Kalangoooooooo! Pleasee explaiinnnnn! Don't desert Mr AlvinG!

Btw, I have just finished my own Uruk for the cgchat comp #40. Follow the link if you're interested!

http://www.cgchat.com/forum/showthread.php?t=27130

AlvinG
08-15-2007, 04:01 AM
Sweet! haha

Nice work, AlvinG...the anatomy's a little funky, but I guess it's too late to fix that stuff now. He seems dirty enough now too.

I'd seek some clarification from Kalango regarding the 'inverted normals' because I really can't tell what he's talking about (I'm new to normal mapping too). It seems fine to me!

Kalangoooooooo! Pleasee explaiinnnnn! Don't desert Mr AlvinG!

Btw, I have just finished my own Uruk for the cgchat comp #40. Follow the link if you're interested!

http://www.cgchat.com/forum/showthread.php?t=27130

Thx! Monkeyboy for your reply. Yes, my model is not still anatomically correct.
I'm currently studying to improve the my gaps in matter.
I hope to improve me in my next work ;)
For the normals maybe I correct involuntarily the result inverting the axis
on the rt shaders. This features is contemplated!...repeat maybe :D

Your work is very beautiful, the anatomy and proportion are very well done.
Compliments for your style!