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#1 (permalink) |
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Senior Member
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[b]For which Engine[unreal prob] -
[b]Current Polycount[together 7k tris or 3.5k polys] - [b]Max Polycount[10k tris] - [b]Texture Size[1024x1024] - [b]Description of background information on piece[this is to pad out my portfolio a bit. but mostly was used to learn more on the 3D front.] - [b]Where are you looking to receive criticism[i really want this to be industry standard. so if there is any pointers i am happy for the criticism] - _________________________________________________ so this is my first piece of work on this forum. hope you enjoy ![]() this is a low poly model of a dragon rider that i am working on at the moment. he tops at 4000 tris. that includes weapons. I am trying to push the normal maps to convey most of the detail as I plan to have the dragon and rider under 10k tris ![]() the fans around his arms will be transparency mapped to look like fur. i got to muck about with normal maps still tho on his sword holster ![]() and this is his low poly dragon that is just under 3k tris for the whole dragon. i am a bit reluctant to show the body just yet because i am still sorting normal maps out for the seat on his back ![]() ![]() and a quick diffuse material test ![]() |
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#2 (permalink) |
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Game Art Student
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- 127
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on your sword grip there's many edgeloops you can remove to optimize it a little. the dragon overall looks fine, but there's something weird with its throat. try to add some edge loops to redefine the throat's shape.
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| The Following User Says Thank You to fabiodan For This Useful Post: |
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#3 (permalink) |
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Senior Member
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cheers 4 the feedback. his sword handle is actually curved so i need the edge loops. sorry its not a good screen to show you. but yea, will play with the throat a bit. got many polys to play with
want it to droop a lil, so it looks saggy and i got the puffs at the side of the neck where his fire breathing glands are |
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#4 (permalink) |
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Industry Artist
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I think you really need to work on the character's silhouette, in any sort of wide shot he will look like a box. Even for a 4000 tri character you could push it a lot further.
Work on the armour shapes and add some form to his waist and upper body |
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| The Following User Says Thank You to benclark For This Useful Post: |
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#5 (permalink) |
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Senior Member
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- 15
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I really like that kind of creation
![]() The shape of your dragon is very cool ![]() About the char, I agree with what Alchemist said even If I'm not an expert, I think you should work on the silhouette of your char a bit more. Often (I think I'm not telling bad things) the upper torso is larger than the hips ![]() Unless, the rider is fat ![]() Look at the pic i put above, that's better than words ![]() ![]() The pic is from 3DSK ![]() |
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| The Following User Says Thank You to Kinrove For This Useful Post: |
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#6 (permalink) |
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Senior Member
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thanks a lot guys. you are totally right tho. he is a box with arms and legs at the mo. i have played with his figure quite a bit since i started on him. i dare show u his early life with child bearing hips. haha but yea will play with it tomorrow and post again.
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#10 (permalink) |
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Senior Member
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sorry bit late with reply, making my website/portfolio at the mo. but here he is with bushy eyebrows!
![]() test with low poly. normal map is untouched yet so still needs tinkering. i got seams showing and some of the scars are a bit skewed ![]() this is with a test texture I made thats only semi detailed on one half of the face and beard with just diffuse and normal mapped. need to redo tho. but gives u an idea of what hes gonna look like ![]() |
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