I'm helping out doing 3D assets for a game and for the first time find myself modeling a bird.
I'm not sure how to approach it, this is my first attempt. I'd really appreciate feedback and advice.
It functions as a flying steed similar to Skyward Sword. At the moment its just under 2500 polygons but I can go up to 10,000 for the final version.
It needs to be able to flap its wings and accommodate the players character sitting on its back.
I have until the 20th of March but want to get ahead with it.
The Herring Gull texture is placeholder, the Designer said they scared him so that's what it became! =D It'll be getting a much friendlier look for the final version. They also want hand painted textures, which I'll be working on once I build a new mesh.
Thanks for checking this out! Help and feedback really appreciated!
Replies
Either a scale reference is provided, or you do something to the design to add a saddle, severely increase the resolution "look" of the mesh, or something else.
It looks solid. Topology looks good, base colors look good. Just looking at this now, I see a high-resolution bird creature model.
I'm not sure how to lay out the mesh to best deform when it flaps its wings. Best placing for additional edge loops.
As I said, this is only 2500 of a possible 10,000 polygons and the texture only exists so that it would appear in the engine so there is a lot of room to add detail, but first I want it to be functional.