Source Filmmaker

Source Filmmaker

William Afton [FNAF MOVIE]
stinky pete  [developer] 31 May, 2023 @ 7:49pm
Feedback / Suggestions
yeah
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Showing 1-14 of 14 comments
stinky pete  [developer] 31 May, 2023 @ 7:52pm 
You can also suggest models for me to make here. Might make more FNAF characters if there's interest.
Sharkzero44 31 May, 2023 @ 10:00pm 
I think his eyes are a bit weird.
hotdog 1 Jun, 2023 @ 9:19pm 
make fnaf at freddy pls thansk
hotdog 1 Jun, 2023 @ 9:19pm 
can you make glaggle from glaggleland next
stinky pete  [developer] 1 Jun, 2023 @ 9:32pm 
banned.
hotdog 1 Jun, 2023 @ 9:34pm 
nuh uh
Kaylabunny 2 Jun, 2023 @ 6:54am 
Make a fat version of him to be closer to William before mci
prod.emp_r0r 3 Jun, 2023 @ 7:02pm 
Originally posted by Kaylabunny:
Make a fat version of him to be closer to William before mci

Buddy, this is the movie version, not the actual canon version.
Teajai 13 Jun, 2023 @ 2:56am 
Perhaps it'd be wise to, at some point in the future, revise some of the textures for the model's skin and hair cards? To me, his skin texture in the previews seems kind of flat, almost like felt. It's a bit hard for me to pin down, especially since parts of Lillard's facial details get highlighted more in certain lighting, but I just feel that something about his skin seems a little too perfect. And for the hair cards, I think his the hair on the top of his head could be reworked so that we don't see through it and see his scalp, and perhaps it'd be worth trying to figure out how to make the beard cards look better in lighting?
stinky pete  [developer] 14 Jun, 2023 @ 3:47pm 
Yeah, the hair cards are tricky to get right. I've experimented with a few different types. There's alphatest, which is the current one. It doesn't work with shadows, and it looks a bit glitchy. It's the one most commonly used in source games. The other casts shadow and doesn't show the scalp through it, but it's a binary transparency system. It's a tradeoff.
Teajai 19 Jun, 2023 @ 12:40am 
I looked into the model a bit more, and compared it with Valve's Left 4 Dead models. I've some thoughts:

If you were to compare the diffuse maps for the face of William Afton and the face of Bill, you'd see a remarkable difference in detail. The details on Afton's diffuse texture seem to be very light, with the occasional brush stroke to emphasize a detail in Afton's face shape. With Bill's texture, however, it's undeniably obvious that it's Bill's face. If you were to strip away the hair cards, normal maps, ambient occlusion, and even phong on both models, Bill would still be easily recognizable with his color map alone, while Afton would look a bit inhuman (not taking into account the silhouette of the models).

That isn't to say that not having much detail in diffuse maps is a bad thing. If you were to look at, say, Nintendo's inkling models for the Splatoon franchise, you'd see that their diffuse textures for the inklings' skin are quite literally just gradients. But given your repurposing of model parts from Suits and Robbers and Black Mesa, I'd assume you're wanting to go for a more realistic art style. If that's the case, I think being more aggressive and detailed in making your color map might be beneficial the next time you make a model.

In regards to the hair cards, perhaps you can also replicate what Valve did for their models! It seems that what they do is sculpt the hair as part of the model to get the overall shape down, and then use hair cards to "floof" it out a bit. You can especially see this technique used with Nick's pomade, Ellis' hair, and Rochelle's dreadlocks! Though this may be hard to apply to Lillard's messy hair, perhaps you can try making a compromise by sculpting the bulk of it, and "floofing" it out with smaller hair cards? That way, the see-through hair phenomenon with Afton could be mitigated.

And for the beard hair, it seems like there are multiple ways of going about it. Coach, Nick, and Ellis all have lighter amounts of facial hair, so the hair's just on their face textures. Bill and Francis, on the other hand, have fuller facial hair, so Valve ended up giving them a hair card on their face. Rather than having the multiple tufts of hair that come out of Afton's model, though, the survivors' beards seem to simply be translucent overlays wrapped around their faces, like a mask. Even then, though, the way you did Afton's beard isn't that bad! If you added some more visible beard hair to his face texture, perhaps it'd help blend the protruding beard hair with his skin?

Lastly, I ended up copying the phong parameters for Francis' face's vmt file over to Afton's as an experiment. While Afton looked considerably greasy, I found it pretty astonishing how the phong actually helps highlight some of the imperfections in Afton's face, and helped him look more human! I think it might be worthwhile for you to consider playing around with Afton's phong parameters, specifically phongboost and phongexponent.

TLDR: add more detail to diffuse map, sculpt the shape of Afton's hair and make the haircards smaller, maybe make beard under beard, and play around with phong.

I hope these suggestions are helpful! And do keep in mind that I am not a modeler. This is merely speculation on my part.
Last edited by Teajai; 19 Jun, 2023 @ 3:26am
stinky pete  [developer] 19 Jun, 2023 @ 2:20am 
Holy hell, this is the best comment I've gotten on anything in my life. It's hard to figure out how to make something look right when you're self taught. These tips will be helpful, not just for this model, but for every project going forward. I think I made some marginal improvements in the past few days by using a dirt brush to add more tone variety to the face, but if I follow these tips, I think I'll be able to take this a whole lot further. Looking forward to working on this!
RyleeDX 22 Feb, 2024 @ 4:36am 
mike schmdt/whistle
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