Hey everyone! I'm currently working on my art test for ArenaNet's creature internship! I think I'm just about ready to start working on the low rez, but I wanted to post it here, first, to see if anyone has any C&C for me at this stage. Let me know what you think!
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The biggest critique I can think of though is make sure you're using your forward thinking and pre-planning skills. Most stuff in GW is fairly low poly and smaller texture maps (as most MMO stuff tends to be). When it comes to the spins sticking out from the shell and the legs think ahead as to your low poly and UV map utilization. What of the spins can be baked down into the low? At what point do they need to be modeled? Do they need to be attached to the skin or stick through it as separate pieces? Can the spines share the same UV space and be reused or are they unique? It looks like you've physically modeled them out from the legs at the moment which might be a mess to deal with when you get to the low poly/ uv stage. I don't know what brief you have received for this but look at any specs they gave you and make sure it will fall in line properly.
I also got a critique outside of polycount, where it was suggested that I rethink the feet. They currently don't look very load-bearing.
I completely agree with all of those points! Time to make some fixes!
I've also added skin folds to the legs to make them look more fleshy, and I cut the side shell connection into smaller plates, in order to make him look more like a real tortoise. (also to make it look like I wasn't just ignoring that space) As I'm typing this, I'm noticing the wrinkle wrapping around his back knee looks out of place so I'll probably go back and rework that, again.
Thanks again for the feedback so far, it already looks quite a bit better to me. If anyone sees anything else I could fix before I move on, I'd love to hear it!
7498 tris, budget was 7500
Here's a real turtle skeleton so you can see what I mean with where their joints are.
Any other comments are also more than welcome. Thanks again for all the feedback so far!
I also lightened up parts of the occlusion map (because it turns out that's what was making the creases so dark) so hopefully he looks less mucky now. The last thing I adjusted here is his head. I chose to make it a little lighter than the legs so it is more of a focal point, but it was looking too separate, so I made the top of his head a bit darker. What do you guys think? Is the lighter head working, or should I try to match the values of the concept?
I think I'm just about ready to light and render this guy, unless anyone has anything else to say!
You could set up a nice lighting scene and get some beauty shots to show off the shapes with nice shadows etc
At least I have a nice new portfolio piece, and I learned a lot from making this guy! Thanks again for all the help!!!