Wednesday, 29 April 2015

Detail Pass

Face, Armour, Noise..

Surface noise tool 

Skin pore alphas

 
Detailing eyelid scars. 

Before moving onto the low poly version, I decided to quickly go over and polish my warrior ready for baking. I deleted any unnecessary polygons that was not visible so it would not interfere with baking the normals later on in the process. With most of the pieces of armour I touched them up with the trim dynamic brush which chips away on the armour to roughen up the edges. I also added some light noise to give the armour a more metal look, I didn't worry about putting to much detail on as when I jump into Photoshop the texturing process will give his materials that extra push of detail. 

I also changed the proportions of his face one last time. I decided to make the nose a lot larger and made his forehead a lot smaller as I thought it looked previously too exaggerated. It may have changed him slightly by making him look more agressive but I felt like he needed a 'brute' boost! I also used a skin pore alpha to push the detail even further.   

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