Hi there, I’ve recently made a game character called Tauren Hunter based from the World of Warcraft universe. The design and reference photos are actually from the WOW action figure series 3. So basically I wanted to create a WOW character model with nextgen spec similar to Gears of war. It has 12k polygons including all the amours and accessories. Two 2k*2k UV layouts, each with Diffusemap, Specmap, Alphamap, Normalmap, Cavitymap and AOmap. Used Zbrush 3.1 for the Normalmap & Cavitymap extraction and baked AOmap in Maya2008. It’s my first attempt for high res sculpting and Zmapper extraction so I did bumped into some issues. But here’s the final render hope you like it. Any comments would be nice, thanks guys.
Nice job! Congrats on finishing him! My first thought is that the spec map needs work. He looks really shiny in areas he probably shouldn’t be. It seems like his skin and cloth areas are just as shiny as his horns which doesn’t really make sense. I would suggest looking at some other people’s spec maps on this site or any others to get an idea of how they are painted. My other thought was that his poly count seems a bit high. I realize that some game characters do get somewhat high but I think 12k is a tad much for what you are going for. Even in a contest such as dominance war, the max is 10k. All in all, I think you did a great job for it being your first character. Maybe you can post your texture maps as well?
Hey thanks man, I agree on the specmap needs adjustment, the falloff is too intense isn’t it? I originally was aiming for 15k in poly count since that’s what Marcus Feonix from Gears of war2 has, but yeah guess I should have settled with 10k like you said if that’s the limit here. I’ll include the texturemaps in my attachments now.
Looks good but wayyy to shiny.
Unless he just used conditioner or something. :lol:
Haha, let’s just say he did use it for now till I fix the specularity shortly. Thanks for the reply.