Hey guys, so finished this guy off. I am now just working on presentation for him. I have a few renders done in marmoset with wire-frames as well. I am messing around with v-ray as well, mainly to achieve a better render for larger images. If anyone has any tips on this i would be very appreciative. The textures/tri counts used for this render are:
- The Body (12,076)- 1x4096 Diff, Spec, Normals, 1x1024 Gloss, SSS
- The Armour (12,076)- 1x4096 Diff, Spec, Normals, 1x1024 Gloss
- The Club (1,150) - 1x2048 Diff, Spec, Normals, 1x1024 Gloss
- The Pedestal (3,959)- 1x2048 Diff(A), Spec, Normals
The Armour and Body triangle count is combined (12,076) and makes up the Beast character. The textures for final in game asset would be reduced depending on platform so currently I am using the highest size I can get away with.
Crits are welcome although I have finished this model so changes will be considered for next project. Changes regarding presentation will be made ASAP. I will also post the texture sheets very soon. Larger images can be viewed here
http://mryogesh123.deviantart.com/gallery/
Replies
I can't tell whether the structure above the eyes is a fleshy growth or horns. If they are horns, I'd differentiate them from the surrounding skin a bit more.
The eyes seem milky, but that might just be the lighting and a material with an overly broad specular.
The gold ring on the base seems unnecessary, and I'm not certain about the rocks surrounding the base either. Perhaps expanding the size of the ground and then using a sharp or beveled cut at the edges would work better.
HOLY MOLY dat texture res! Wish I could work at that res and then reduce but it really slows down my workflow because of my PC.
I'd be really curious to see the high poly on this fellow.