Tuesday, May 8, 2012

Aztec Warrior Final Renders and Thoughts

Here are the final renders of my Aztec Warrior Character. 








I've learnt quiet a lot creating this character. I am at odds about it, as on one hand I am happy with what I was able to accomplish, but overall I wish I had been able to improve the character a lot more.

Compared to my past characters however, I think this is miles ahead and on that sense I am very happy, as it is a noticeable improvement on every aspect (even design wise).

One of the biggest parts that I was happy with was the fact that I hand painted all the textures on this character. Most difficult/time intensive was the skin texture, and while all the textures still need more work in the details area, I was very happy with them as it was the first time I had ever attempted to hand paint any textures.
Another point that I think I improved on was the sculpt/anatomy of the model. Overall, I was able to get most of the muscles in the sculpt compared to my past characters.

Overall I think the character has a consistent level of detail and thus it helps it feel like a finished product, however there are areas where I definitely could improve on:

  • Push textures even further. I can do this by increasing the amount of detail on the diffuse textures (such as more blemishes, more color changes, wrinkles, hair, etc on the body) and pushing my spec map further to help me give it more information/detail.
  • Work on my anatomy even more: While chest/arms/legs are decent, the abs area is still causing me a little trouble. The obliques need to be a bit more defined and the abs need to be a little more asymmetrical (not so perfect) as well as flow better. Could work on my back and hands a bit more as well. Part of the issue with the butt area was caused by seams/normal map extraction issues, however the shape of it could still use a bit more work.
  • I was not very happy with the rig at all. It was done very last minute, however I began to have some issue with the deformation, specially around the hands and feet.
  • Part of the above issue is thanks to my base geometry. The feet in particular were perhaps not the best built, and so that caused issues when trying to deform. The hands were the other issue and I am unsure if it was a simple issue with the rig or if it also part of the base mesh/construction of them.
  • Finally, the face could also use some work to make it look more "natural".

Regardless of these issue, I am happy with the product. I have since acquired better books for anatomical reference, and will work on improving that aspect. Two areas of particular interest will be the face and hands, as those will be important for next year's senior project (a 3rd person shooter) as well as the animation so my base mesh/rig has to be able to deform correctly.

Any advice tips or anything else is greatly appreciated, I know I have a long way to go but at the very least I am closer than I was last year!

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