Well I wanted to share this and see what everyone thinks before I put some more love into it. I am basically going for a Raptor like dinosaur/lizard with human arms and some armor. I am mainly thinking of him as a UT2004 character.
Basically do you see anything that could use tweaking or glaring problems? Besides fixing his chin horn, I was considering adding some more detail to his face, possibly even an inner mouth and some more armor pieces or equipment. What do you all think? More complex or simple?
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seriously, though, his posture looks painful and not sure how he'd run around with a gun.
his face is too friendly, i'd go ahead and make it a bit narrower, see if that doesn't help.
i'm with zergxes, your mesh looks a bit dense for the form you have. you could probably get better definition with fewer polys by adjusting the edge-loops so they follow the contour of the muscles, instead of keeping them all perpendicular to each other.
good start, though.
I know he looks awkward in his pose right now, I still have some proportioning to do, but I kinda had the idea that when he stops he would rest similar to a gorilla, or if holding a gun would put one hand on the ground. I will probably end up making his hands disproportionately large. If I get a chance I will try to scan in my crappy concept art. I'll post some new pics when I get through adding more definition.
Thanks for the crits! Keep em coming!
What do you think? Better?
Also, the smoothing group on his chest is weird. Unless it's going to be armour or something it seems to be a little sharp with the edge running from peck to peck. I really like what you did with his knees and can see him being even more cool looking once he's skinned.
Poop: When using smoothing groups to make details more evident, how do you decide which area should have hard edges or not? I realize that some of the details I have shown in the model probably shouldn't have hard edges and the details can be brought out just fine by using a texture. I think I am just using the smoothing groups at this point to help people get an impression of what I am going for in the end. The smoothing groups and edges you see that are hard are mainly to help differentiate parts of the model that might get lost in a non wireframe shaded render. I am not a specialist in rendering and certainly not in texturing. I know I am very slow getting textures done because I pay too much attention to detail. I would love to get this skinned and animated so that people can see my intent with the model, but I want this to be a quality piece, so I would like to learn what I am doing wrong and what I should be doing so I can get better.
Thanks for the input guys, please keep it coming.
Crits appreciated. Thanks!
Here's the latest:
What direction are you trying to go with this guy? A more cartoony look or something realistic looking? I think you're on track for that cartoony look and its lookin' really good. I especially like him with the variations on his scales. Up where his temple would be, and ears if he had them, it seems a little unfinished but I'm sure you'll change that when you get to it.
If you're going for a more "real" look (which I'm sure you're not as I don't know any gators with gotees) I'd use warmer colours and dirty him up a bit as alligators usually look a little 'dusty'.