This is my first post. been browsing these forums for nearly 2 years now. This is a model i created for one of my assignments on my course. Its based on a razor worm from warhammer. sculpted in zbrush,polypainted decimated,baked with xnormal, ran texture through dDo(awesome software)for a little subtle detail and a spec map(:)) screenshot from marmoset toolbag. Hope you like it.
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grass or no grass. also other crits please
The assignment has a poly limit and the reference(here) was kinda like this so i guessed i would make so it would one of these deals where it pops up and starts attacking you as its too big to fully come out. but you are right looking back i probably should of done a full body as if i made it for a game they mite want a full body shot in a scene later down the line
ye im thinking that i like it better without grass as well. the grass was made as different project and i kinda just dropped it in. iv changed the levels and made it a bit taller. i like to hear if u think this works better or i should just get rid of it altogether.
Id darken up the specular and really tighten it up. Adding a gloss would make it look even better. basically i mean thats what could be improved as far as this cute-y goes!
Yours is decent, but were you just trying to make a decent model or trying to stick to the concept and make a pro level model?
As it stands, concept or no, there are some flaws in the overall sculpt.
Your version is too much of a tube with extra details sculpted on, and the pose just isn't as dynamic. The problem is that you have a lot of texture detail, but that's just covering for a lack of poly detail and dynamics.
Take a look at the silhouettes of the original concept, left, and your design, right.
The original concept has many parts going from thick and thin, and a more defined arch. These help break up the tube shape, and turn it into something that can be recognized from its silhouette more easily than just a tube with a few extra bumps.