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looking for crits on generic dino

robertg
polycounter lvl 3
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robertg polycounter lvl 3
hi all! over the past couple weeks iv been trying to expand and improve my skills in 3d modeling. my goal is to create a game / production ready dinosaur. so far i have the sculpt and poly paint completed. but before i move on any further i was wondering if anyone had any crits or advice. thanks in advance for checking this out!

oh, and its heavily based off of a little velociraptor toy i have sitting in my room, maybe someone else has the same toy and they can feel all nostalgic with me :)

ZBrush%20Document.jpg

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  • Shrike
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    Shrike interpolator
    Mesh and diffuse look good, but why is it so glossy ? Scales are not as glossy by default, making your material definition look odd.
    Also you need a detail normal, or your normal is not strong enough. The small scales look flat. (also it has some kind of pixelated stylized look, like if you put a filter over it?) Eye is also a little intense : P

    Edit: If thats your highpoly, then I would try bringing a lot more small scale definition into your skin/scales, if they are barely visible in the highpoly, you will not be able to see much in the normals (or maybe its your lighting, hard to tell)
  • robertg
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    robertg polycounter lvl 3
    sorry, i should have clarified, this is just a zbrush render of the poly painted high poly sculpt (i think i was using one of the glossy materials while painting it and just didn't bother changing it for the render), i haven't actually started on the low poly work yet.
  • robertg
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    robertg polycounter lvl 3
    thanks for the feedback man, ill see if i can bring more detail into the scales, and try to bake out some maps.
  • blinKX10
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    blinKX10 polycounter lvl 7
    One thing I noticed is that the pelvic bone ticks out quite far, maybe tone that down just a tad? also, try adding or increasing AO map to your diffuse, those scales and wrinkles aren't really showing very well. Other than those things it looks pretty awesome!
  • DWalker
    The eye really doesn't work well. While the eyes of their living descendants have larger irises than humans, the sclera (when you can see it) is still white rather than purple.
    ostrich-eye-13498505.jpg
  • robertg
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    robertg polycounter lvl 3
    @blinKX10, thanks for the feedback ill work on the pelvis a bit more. i was basing alot of the anatomy off a little toy i have on my desk... maybe it wasnt the best idea in retrospect lol.

    @Dwalker, I 100% percent agree about the eye. i was having lots of trouble making it look believable because I wasnt sure whether i should go with a lizard style or bird style eye. in the end i think i ended up with some insane looking abomination of both.
  • robertg
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    robertg polycounter lvl 3
    so I'm realizing that my layers got completely messed up along the way, meaning it will be difficult to adjust the intensity of my scales, outside of just completely redoing them. like i mentioned earlier i don't have to too much experience with baking out maps from a high poly sculpt so is there anyway that i would be able to mess with setting of the maps themselves once i have them baked to bring out better definition in the details? if not i may just try forging ahead and learn from my inevitable mistakes, afterall this was meant as a learning excercise.

    oh and i made some alterations to the eyes, any suggestions as to what direction i should take them would be greatly appreciated
    eyes.jpg
  • robertg
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    robertg polycounter lvl 3
    sorry to be spamming this thread lol, but iv tried to push the scales a little more, and am wondering if im starting to get to a better place overall?
    skin.jpg
  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    It looks really great :)
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