Yes it is but, I think I had no choices because the horn on the knee had to follow the bone of the leg, not the thigh one.
So I decided to over-modelize that area to avoid distorsions problems. I suppose there were others solutions, do not hesitate to tell how you'd have done it
Edit: Forgot to say I started from that personal concept
The model is looking much better than the concept. I would work on the mesh flow, right now it's a bit messy and uneven. Try to get it spaced more evenly, and flowing better. It will only help you at the UV and animation stage.
I agree with poopsmith, the weakest part of this was the concept, you're a much better modeler than concept artist(well as far as I can see). Texture's ok, it's butt looks wrong and the whole thing looks grainy and low res.
i think your overlay on the texture is too harsh, makes it seem noisy, when you put an overlay on take some time to work it in, and adjust it so it works with the painting underneath, instead of just floating over it
Thanks for your replies, it helps a lot as you can imagine
Weiser_Cain: Yes, I'm the first to recognize it, I began modeling september 2003 but only drew with photoshop and painter in october 2004, I need work and experience
For the grainy look of the skin, as you can see on the texture sheet, it is the impression I want to render.
I suppose it is ruined by the low res impression. It is a 1024 map so I don't really understand why it looks this way.
Mojo2k: my overlay is just made of scratches and dirties, I don't know what you make reference to when you say harsh, noisy and floating, maybe you can give me more information about it for I'm sure it can help me
LiveWire/AstroZombie: thanks for your unwrap comments, I think you both are right.
I mean, there's empty space, but I had no choice if I wanted my texel scale to fit right.
Earthquake: Yes I also think it looks too black and white but unfortunately, if I made my shadows turning into a dark red, I lost a lot of the muscles shapes.
If anyone can tell the way he would have made it, I don't spit on tips
Replies
So I decided to over-modelize that area to avoid distorsions problems. I suppose there were others solutions, do not hesitate to tell how you'd have done it
Edit: Forgot to say I started from that personal concept
A 512 and a 1024 map are used for the whole model
Weiser_Cain: Yes, I'm the first to recognize it, I began modeling september 2003 but only drew with photoshop and painter in october 2004, I need work and experience
For the grainy look of the skin, as you can see on the texture sheet, it is the impression I want to render.
I suppose it is ruined by the low res impression. It is a 1024 map so I don't really understand why it looks this way.
Mojo2k: my overlay is just made of scratches and dirties, I don't know what you make reference to when you say harsh, noisy and floating, maybe you can give me more information about it for I'm sure it can help me
LiveWire/AstroZombie: thanks for your unwrap comments, I think you both are right.
I mean, there's empty space, but I had no choice if I wanted my texel scale to fit right.
Earthquake: Yes I also think it looks too black and white but unfortunately, if I made my shadows turning into a dark red, I lost a lot of the muscles shapes.
If anyone can tell the way he would have made it, I don't spit on tips
Thx a lot again