So here's an update on the Fallow character I'm working on. This guy is tricky - he's a game resolution model in terms of polycount and map sizes, but is being used in a pre-rendered cinematic. Although technically this has been relatively simple (rendering maps and mesh at game res, but using advanced lighting and shaders) it has proved to actually be incredibly frustrating. The limited polycount and map sizes make it really difficult to get the character looking realistic and "cinematic worthy". The high quality lighting and shading means that areas like the head, which have a fairly high polycount can actually look pretty decent, whereas larger areas like the waistcoat and the shirt feel like they are forcing the normal map to do too much work. Because this is actually a collaborative project I think it would have been worth really discussing this issue in depth with the director, and potentially creating a dedicated high poly cinematic model separate from the game resolution version. In hindsight this would probably have saved time in the long run, as well as the two models looking better overall and avoid looking like a hybrid of the two.
Having said all that it's been a really fun project. It was the last project I got feedback on from CGcoach. And once again their input was invaluable. It's been really nice to model something that is mostly grounded in reality. After working on the Demon project for so long it's been a relief to be able to look at some reference when I get stuck. At this point the character is virtually finished. The boots need finishing, as well as some of the textures for minor accessories like the waistcoat straps. The specular also needs a bit of work, everything is feeling a little too shiny at this point. Sometimes the model can look fine in stills, but have some issues in a turnaround, as is the case with this guy.
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