Arms' anatomy is surprisingly good, but abdominal and back muscles are missing. Spine bones would be visible like this on a skinny man, but this is rather a tough guy, his back should be shaped by muscles.
Don't you have a thought to create one more gnoll kind, that would look like its role is support (to stay behind and cost positive buffs or healing on allies)? If there were four, I'd buy them, they would form a nice builder in my unity game.
I'm trying to correlate the curvature of this shell and curvature of that green dude body, and can only imagine it covering his face or his butt, but he has eyes on his face and not holes on the shell, therefore face is a wrong place. So, it's a buttshell?
Make a 255-white texture, paint in 220-grey the log, and 180-grey - the fur. Put it in the most logical, and practically used place for the gloss map - alpha channel of spec map.
Set it as gloss map in sc2 material. Increase material's spec power. It's a list of "small", "tiny", etc, - you pick custom and set something like 80 to start with.
Also, it may be slightly useful, from the point of view of the physics based shading approach, that the parts, where the gloss map is bright, should be darker on the diffuse texture, because more light get reflected without contacting with the diffuse layer.
But we can take into account, that horns and hoofs are a bit semitransparent, and have a little bit of its own emission, so, you may have to create one more material (as a composite material layer) with add mode, and use diffuse as an emissive, and gloss as mask.
But this is actually unnecessary.
So, back to the main material and gloss map. The darker the gloss map, the lower the spec power parameter locally, so specularity spot gets bigger. Black gloss map means specularity spot covers 100% of the texture and works like emission.
So, it may be sensible to make spec map darker where gloss is darker. So, it may be solved by moving the spec and gloss maps to another additional add mode material, and using gloss map both as a gloass map, and as a mask, so spec map will look less briget when gloss is not bright.
Or you can jsut edit the spec map this way and keep everything within one material.
Now you have to adjust the parameters to achieve the most naturalistic look. I said to use 220 and 180 grey shades for wood and hoofs, but they may need it brighter or darker, just look at model and decide. Usually soft like dDo generates reaslistic gloss maps, but your model is simple, so you can do it manyally.
And finally, you need to pick the correct spec power and spec multiplier values for the material. Just play with them in a wide range to see what you can achieve, and you'll find the best looking combination.
Oh, and one more last thing. You can also add an environment map with fresnel -> standard -> power = 0.3. And use the gloss map as environment mask. Because glossy surfaces have it in real life.
You can find environment mpas in sc2, their names start with "Reflective_".
This tauren is a good example of model, which would benefit from using gloss map, because horns and hoofs have different specularity power than the fur. Also, wood is different from both.
Couldn't hand-draw normals, because details were too small, there's also some uv-mapping imperfectnesses, but after all it looks unbad. Made non-metallic parts a bit tinted with team color, also darkened diffuse to make speculars play better. Good quality of animations together with higher poly count make this model look noticeably better than WoW models, even though texture resolution is as low as most WoW models hasve, 256x256.
Hey, aren't there a badass looking paladin/knight/crusader model in D3? You know, tough guy in a shiny plate armor with a fancy sword. I'd use one.
Checked your assets, didn't find one. But you seem to be having the hand in D3 bowels, could you bring me the mesh with Stand, Walk (not Run, if possible), Attack and maybe Death anims? And whatever textures D3 use.
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Arms' anatomy is surprisingly good, but abdominal and back muscles are missing. Spine bones would be visible like this on a skinny man, but this is rather a tough guy, his back should be shaped by muscles.
Good work, very oinky!
oink-oink!
Don't you have a thought to create one more gnoll kind, that would look like its role is support (to stay behind and cost positive buffs or healing on allies)? If there were four, I'd buy them, they would form a nice builder in my unity game.
I'm trying to correlate the curvature of this shell and curvature of that green dude body, and can only imagine it covering his face or his butt, but he has eyes on his face and not holes on the shell, therefore face is a wrong place. So, it's a buttshell?
@handclaw102: Go
I thought the same.
Modern centaur body proportions standard is this:
About the golss map on the tauren.
Make a 255-white texture, paint in 220-grey the log, and 180-grey - the fur. Put it in the most logical, and practically used place for the gloss map - alpha channel of spec map.
Set it as gloss map in sc2 material. Increase material's spec power. It's a list of "small", "tiny", etc, - you pick custom and set something like 80 to start with.
Also, it may be slightly useful, from the point of view of the physics based shading approach, that the parts, where the gloss map is bright, should be darker on the diffuse texture, because more light get reflected without contacting with the diffuse layer.
But we can take into account, that horns and hoofs are a bit semitransparent, and have a little bit of its own emission, so, you may have to create one more material (as a composite material layer) with add mode, and use diffuse as an emissive, and gloss as mask.
But this is actually unnecessary.
So, back to the main material and gloss map. The darker the gloss map, the lower the spec power parameter locally, so specularity spot gets bigger. Black gloss map means specularity spot covers 100% of the texture and works like emission.
So, it may be sensible to make spec map darker where gloss is darker. So, it may be solved by moving the spec and gloss maps to another additional add mode material, and using gloss map both as a gloass map, and as a mask, so spec map will look less briget when gloss is not bright.
Or you can jsut edit the spec map this way and keep everything within one material.
Now you have to adjust the parameters to achieve the most naturalistic look. I said to use 220 and 180 grey shades for wood and hoofs, but they may need it brighter or darker, just look at model and decide. Usually soft like dDo generates reaslistic gloss maps, but your model is simple, so you can do it manyally.
And finally, you need to pick the correct spec power and spec multiplier values for the material. Just play with them in a wide range to see what you can achieve, and you'll find the best looking combination.
Oh, and one more last thing. You can also add an environment map with fresnel -> standard -> power = 0.3. And use the gloss map as environment mask. Because glossy surfaces have it in real life. You can find environment mpas in sc2, their names start with "Reflective_".
This tauren is a good example of model, which would benefit from using gloss map, because horns and hoofs have different specularity power than the fur. Also, wood is different from both.
are you making these from scratch?
Who are these? Spice addicts atreides? Or Jesus on Golgotha who stood up against romans and jews with magically modified cross?
mua ha ha! blizzard's wall has fallen finally! orcs, attack!
@TaylorMouse: Go
Couldn't hand-draw normals, because details were too small, there's also some uv-mapping imperfectnesses, but after all it looks unbad. Made non-metallic parts a bit tinted with team color, also darkened diffuse to make speculars play better. Good quality of animations together with higher poly count make this model look noticeably better than WoW models, even though texture resolution is as low as most WoW models hasve, 256x256.
Would you like to add this guy to your assets?
Oh yea, this is perfect, thanks alot!
@TaylorMouse: Go
Aren't there paladin-alike monsters? Like the ones in D1 hell. I'd use any, just pick the one, that would take less time.
@TaylorMouse: Go
Hey, aren't there a badass looking paladin/knight/crusader model in D3? You know, tough guy in a shiny plate armor with a fancy sword. I'd use one.
Checked your assets, didn't find one. But you seem to be having the hand in D3 bowels, could you bring me the mesh with Stand, Walk (not Run, if possible), Attack and maybe Death anims? And whatever textures D3 use.