ai wrote:To be honest, the alien creature may be a nice concept if it gets a chance to build on that, but the model is not looking so hot. The thing doesn't have any anatomy that makes sense and the smooth approach on this one as well give it a ugly look.
IMO, if you want to make a 3 million poly model and sculpt it, only to use that to bake a normal map to the in-game mesh, that is
an option, and the one used by the commercial game industry.
But if you use subsurf to create the higher res mesh (which corrects artifacts and inherits the uv unwrapping) and apply a GIMPed bumpmap to it for the fine details, I believe that buys you a similar or the same result at a much better price.
In short, don't worry about it being too smooth, because I haven't touched the UVs yet, which means I can't apply a detail bump map, which I need using this method for it to look anything but smooth in the WIPs. And it won't be smooth in the end- it is based off of Echinoderms, whose names means spiny skin or something.
The mouth itself is incorrect perceived and it's actually the result of how polygon smoothing works, not something that would actually be on a anatomic alien. Cartoons have those kind of mouths in certain times when they talk or certain situations (like fan blowing into mouth), not by standard.
This is my plan for the mouth- make it black in diffuse and gloss so you can't see into it, so it looks there's a digestive track going down there.
As for the "cheeks", those I was planning on working on some more, so yeah I agree.
Crackers, Gromit!
The eyes (I believe it is) is same story there, it's the result of poly smoothing and not enough forethought on the actual concept.
It actually has no eyes. Those are heat pits, like those on snakes. Totally different look and structure from eyes.
That said, I'm thinking the outer heat pits need to look more like the inner ones, because they might seem too much like poly smoothing I think as well.
I'm sorry to say it, but the entire model is amateurish and looks more like when people new to 3D play around with certain tools and adds stuff (like those, I believe it's supposed to be, weapons).
I don't mean anything bad by it but that's how it comes across to me.
What weapons?
IMO, we have to separate our technical analysis of graphics from how they look and feel to normal people. People can't see subsurface and sculpt modeling, they only see something that looks real or surreal or craplike, like other games or not. And it either does it for them or it doesn't.
I don't want to win an industry awards here for technique, I just want these to look good from the aesthetic perspective of most players, when they are complete. I want them to look impressive, don't get me wrong, but I don't want to go so far past the point of diminshing returns and end up with too few meshes to really improve the game where it is lacking.
I hope this isn't all coming across too defensive or anything, I just feel we each have very different perspectives and ways of accomplishing the things we each want to accomplish, and so I'm trying to explain mine.
*The mech hasn't changed much from last time and I've already commented on that.
The 'mech' was there for reference, the UGV next to it on the treads was the new "character class" model being revealed.
Since most of the feedback on the mech has been positive (regarding the edge hardness it seems to me as well) I'll probably go with the look of one of the two options I posted in that comparison screen I rendered earlier in this thread (one was harder and one was softer).