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#2 (permalink) |
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Founder of Statspaddling
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Lookin' good. First I wondered why anyone would be carrying around a 2-handed shield, but then I saw the text and assumed it was some sort of artifact
![]() Only crit tho is that you cut out a bit of the texture for the eyes, leaving pretty much just his iris and pupil visable, which makes it very dark, almost as if they were black ![]() Really dig the style tho, Cheers!
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#3 (permalink) |
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Senior Artist
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I think that the final version loses a lot of something. Compare his head to the normal map only (no diffuse) and he loses a lot of the sinister, maybe even mysterious look.
He reminds me of Sheogorath's helper in Oblivion's Shivering Isles. Probably due to the clothes he's wearing. The artifact he's carrying is interesting but I dunno if it fits that well. Same with the carry hooks. I think he's almost too different a style to have something like that. I'd like to see the eyes move back to a more sinister look, I guess there's too much light in them and that's changing them from the non diffuse normal version or something. He's really cool, but I think he's a tad confused and some things could be done to really tie him together and make him really read: Wanderer.
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#4 (permalink) |
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Game-Artist.net Admin
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I like him very much. The texture on his body/face looks very solid and coherent. No crits there...
There are a few things designwhise i'd do different. The pikes on his back that hold the artifact are a cool idea imo, but they're quite a big character feature, so I would've made them alot bigger. The arms have quite alot of edgeloops, running all over the place. But there's so little definition in the silhouette. If you look purely at the silhouette it's almost as if the arms were just tubes. I think if you would've defined the deltoid muscle more (mind the translation there), it would've made the sholders look even more massive, and give the arms that bit of definition they need... Overall it's a very nice piece imo, great job! ![]()
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#5 (permalink) |
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Freelancer
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I think all of the cloth folds could have used an overhaul. They're very erratic and don't really suggest any forms in most places. Even if they're supposed to be baggy, there's still some anatomy going on underneath. Also, his shield's UV map is only a bit bigger than his face, which, given its size, seems odd, although the final result doesn't look bad. The silhouette is good and design-wise I like it a lot. Good job overall.
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#6 (permalink) |
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Artist
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your head sculpt is really nice, it seems like you lost alot of that in the transition to low poly and from what i can tell, his brow line in the low poly are not doing the same thing as in the sculpt? if you make the low poly truer to your high poly, that part does look very nice. what i mean is his expression in the sculpt has his brow very furrowed and down and alot of shadow over the eyes which gives him alot of personality but then in the low poly build he lost that expression completely and almost has none now.
Last edited by ahopps01; 07-21-2008 at 07:11 PM. |
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