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Old 03-12-2007, 10:33 AM   #1 (permalink)
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Talking dragon + rider

[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] -
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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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Old 03-12-2007, 02:01 PM   #2 (permalink)
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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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Old 03-12-2007, 04:41 PM   #3 (permalink)
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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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Old 05-12-2007, 03:06 AM   #4 (permalink)
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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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Old 05-12-2007, 08:00 AM   #5 (permalink)
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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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Old 05-12-2007, 03:43 PM   #6 (permalink)
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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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Old 06-12-2007, 09:45 AM   #7 (permalink)
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ignore the texture, im just playing at the mo, but i raised his belt out and added another edge loop under the ribs, when you take away the polys i have for the fur it also emphasizes his chest shape. let me know what u think?
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Old 26-12-2007, 05:39 PM   #8 (permalink)
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been real busy over xmas but just got back into it, re-doing high poly work for head, think its gonna look much better. still need to add lots to it, scars, weathering, pores etc. but this is where I'm at at the mo

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Old 26-12-2007, 07:01 PM   #9 (permalink)
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i think the eyebrows have too less hairs, they have too be mor bushy, because if someone has a beard like that, he need the same eyebrows
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Old 30-12-2007, 08:44 AM   #10 (permalink)
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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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