Home 3D Art Showcase & Critiques

JP Inspired Velociraptor

polycounter lvl 4
Offline / Send Message
MidoriKoishi polycounter lvl 4
*Latest update so you don't have to scroll down all the time. Critiques are welcome! do.ob*

16iWA9t.jpg

Hey guys, first post on Polycount here.

I've followed the site for years and finally manned up to post a work in progress here. I'm making a low-poly Velociraptor (or Deinonychus, as research has been showing me) for a friend's dinosaur game. I think I'm getting close to having a finished high-poly sculpt base for detailing but I'd like to have other eyes on it as I'm making more final tweaks to the base.

The problem areas I see so far are:

-Arms too thin (and needing major forms established)
-Tail too wobbly (needs tweaking)
-Split tongue from body and adjust shape (Dynamesh fused by accident)
-Make front claws slightly bigger.

Any critiques are welcome and appreciated. I want to make this the best sculpt it can be ^^.
mpzVUr0.jpg

Replies

  • Xyniph
    Offline / Send Message
    Xyniph polycounter lvl 12
    Hey, it's looking pretty good, but I've got some anatomy tips. Did a rough paintover for you. Keep in mind, if you're trying to stylistically match Jurrasic Park raptors go for it, though it's pretty outdated anatomy.
    kwuZ3cd.jpg

    Things to keep in mind:
    - Yeah, Jurassic Park's Velocirapters are more based on Deinonychus or Utahraptor. Utahraptor for the size, and Deinonychus for more of the anatomy.
    - Feet are very large, and it looks like you have the toes divided into the metatarsals. It's worth looking at chicken or ostrich feet.
    - Deinonychus neck is a gentle S curve, though JP raptors did have a more upright neck like you have.
    - Arch the back more between the scapula and pelvis.
    - Pubis bone is a bit far back. Should be covered by the leg, towards the tail.
    - Tail should be much thinner, and not quite as straight (though it was a very stiff tail)
    - The biggest difference between JP raptors and modern thoughts on theropods is feathers. Stylistically up to you but it alters how the wrist functions. JP raptors have the wrist angled so the fingers are horizontal and the wrist turns up and down (like ours). Feathered theropods likely had fingers facing vertically, and could fold more similar to birds wings (as if your pinky could reach your forearm).

    Either way you go, good luck!
  • MidoriKoishi
    Offline / Send Message
    MidoriKoishi polycounter lvl 4
    Progress after such a long time (my bad, other projects kept me busy these last couple of months). I'm working on the low-poly/unwrap, but I'm still open to critiques. Rip it to shreds, guys and gals! \^^/

    T6VxyaV.jpg
  • spectre1130
    Offline / Send Message
    spectre1130 polycounter lvl 6
    What up Javi, good to see you finally take the plunge and post something here! He looks good, but the feet might still be big as said above, though I have not researched this creature so maybe I'm wrong. I'll look at him some more and see if anything else is needing work. He looks really good thus far though, good job!
  • MidoriKoishi
    Offline / Send Message
    MidoriKoishi polycounter lvl 4
    Did a quick pose with transpose master and put him in Toolbag. I'm moving on to rigging/skinning next. As always, critiques are welcome do.ob.

    16iWA9t.jpg
  • nickcomeau
    Offline / Send Message
    nickcomeau polycounter lvl 4
    In the pose the tail looks like it's broken a bit, it should be a pretty smooth curve (which you already know).

    Also I'd say when you're presenting it, just keep it at the angle that you have it on the shot on the left, it has a bit more of an interesting silhouette (especially in the neck area).

    I feel like the arms that you have in the latest update work pretty well IMO I wouldn't change them much more. They feel natural the way they are (from what I've seen of Velociraptors).
  • MidoriKoishi
    Offline / Send Message
    MidoriKoishi polycounter lvl 4
    @nickcorneau: Thanks for the critiques. The tail definitely ran into a "needs more geo" problem, which I'm working on ATM (plus I wasn't looking at a reference when posing him. Dumb move, I know ~_~;). It's good to know the arms are working well (those and the tail were the biggest hurdles in the process).

    I'll be spending this week building a basic rig and skinning it in Maya. If anyone's got any tips or links to good Maya dinosaur rig/skin tuts, let me know ^_^b.
Sign In or Register to comment.