i think it lacks a bit in the head/neck area. At the moment head looks a bith squarish (is that a word?) and the neck is just lacking definition. I would love if you looked at the neck area of a slender women and tried to implement that look with really visible collarbones and musculature etc etc.(eh, you know what i mean right? ).
Anyways, its really solid modeling. But not up to par with the general yet
Motives, funny you should say that, because dinosaurs didn't actually have collar bones to speak of. They had a bone analogous to the clavicle (not sure if it's actually called that by dinosaur anatomists), but it's much further back.. enough to be covered by the strap and saddle. Valid criticism though, I think. It could use more of something in that area for sure.
The only thing, and from what I remember from the sketch which seems to be down at the moment, is that the legs seem way too short on the model, and the feet are too small to support such weight - or at least it looks that way. I'd beef and size thsoe upa little.
Thanks for the feedback SkullboX, you were right on the feet, they are too small - I'll fix that on the lowpoly after rendering the normalmaps (easy fix to scale lowpoly verts!).
About the legs, they may be a tiny bit too short... possibly not as much as you think though, in the concept the creature was kinda standing really upright and looking around, whereas i've modelled it in quite a low pose, however again you might be right, and I'll mess around with the lowpoly scaling once the normals are rendered just to tweak the proportions quickly.
Lowpoly is done, uv-mapped, GI and normals rendered.
Here's a 2-light render (one omni, one shadow-mapped spot) to show the difference between the lowpoly and the normal-mapped, alpha-mapped (only using 1-bit alpha!) with the GI map applied.
512x1024 map, half the sword is on there too. I also lengthened the legs and up-scaled the feet, and actually down-scaled the whole thing to 97% in order to match up with the size of the general a little better.
Will get some renders of the general, his sword and the mount all together as soon as the mount and sword are rigged.
Onward! Texturing, rigs, and base is all that's left now...
Our host seems to be having some server problems at the moment, those might not load immediately (or at all!) along with other images in this thread, I hope it gets fixed soon.
You are a huge dork. Seriously. Giant. Can't even believe i talk to you at this point.
Unfortunately, dorks can be talented. You've done a wonderful job on this, dork. Congratulations. No crits from me other than that you are a huge nerd. Huge. Massive.
I'm getting hints of the ear cutting scene from reservoir dogs. I don't want to find out what happens in pic 4, no no NO.. mount is looking awesome, move move!
LOL you flash bastard. You even have little edges on your snowman to make him look cel shaded. That's valuable time away from your bloody colour map! Hah my sis told me this morning that Glasgow had come to a standstill under the snow, so I wondered how you were faring. I hope you're snowed in so you can't go anywhere and finish OK. Model looks great!
[ QUOTE ]
Motives, funny you should say that, because dinosaurs didn't actually have collar bones to speak of. They had a bone analogous to the clavicle (not sure if it's actually called that by dinosaur anatomists), but it's much further back.. enough to be covered by the strap and saddle. Valid criticism though, I think. It could use more of something in that area for sure.
Can you tell I like these things?
[/ QUOTE ]
Yes hehe, obviously you have a better grasp on dino anatomy than me I wasnt really asking for collarbones per se but more about some definition and variation of the form.
Great jobs on the concepts still, love your stuff so far! And great models aswell mop. Its great to see you handling the whole normalmapping process
All in. It's not really a base but I figured screw it, especially at 400x800 there's no way I could fit both of these models on a small cylindrical base without having them only take up 1/4 of the image.
The victory pose:
All the other images are pretty big, so here are the links:
The grand total was 5000 triangles - 2600 for the General himself, 270 for his sword, and 2130 for the creature.
Textures used were: Diffuse, Normal, Specular Colour/Level, Glossiness, Glow and Reflection. I decided to leave out the Glow and Reflection maps from the compiled image.
Yes! I knew this was going to be a good entry, but I'm blown away. It all came together very nicely, congratulations. I'm very impressed by how you squeezed them both into the final submission image!
WOW.
You pulled it off!
Seriously this is amazing work. I'm dying to get a tutorial from you on how you light your scenes. They look like global illumination it's amazing stuff.
Dino-ride came out flawless i really like the subtle skin tones.
B
Not only is the model itself an excellent example of work, the renders are purely awesome. I put you, Spacemonkey, and Mr Rockstar as fighting it out for the top, from those that I saw that finished.
modeling_man: Thanks, and the lighting setup is pretty simple. 2 sky-coloured Target Spot lights casting shadow-mapped shadows (I tend to put the shadow colour to a dark blue/purple and lower the shadow density to about 0.7), and one orange Omni set below and to the side, not casting shadows. Adding to the effect is a GI light bake into the diffuse textures (which you can see on the flat texture images I posted).
This turned out grand, I still think the brown leathery corset is lacking some detail and the dino could be darker but that's merely preference.
Great pose image
Replies
Anyways, its really solid modeling. But not up to par with the general yet
Can you tell I like these things?
The only thing, and from what I remember from the sketch which seems to be down at the moment, is that the legs seem way too short on the model, and the feet are too small to support such weight - or at least it looks that way. I'd beef and size thsoe upa little.
Good luck finishing up this kickass entry!
About the legs, they may be a tiny bit too short... possibly not as much as you think though, in the concept the creature was kinda standing really upright and looking around, whereas i've modelled it in quite a low pose, however again you might be right, and I'll mess around with the lowpoly scaling once the normals are rendered just to tweak the proportions quickly.
Cheers!
Lowpoly is done, uv-mapped, GI and normals rendered.
Here's a 2-light render (one omni, one shadow-mapped spot) to show the difference between the lowpoly and the normal-mapped, alpha-mapped (only using 1-bit alpha!) with the GI map applied.
512x1024 map, half the sword is on there too. I also lengthened the legs and up-scaled the feet, and actually down-scaled the whole thing to 97% in order to match up with the size of the general a little better.
Will get some renders of the general, his sword and the mount all together as soon as the mount and sword are rigged.
Onward! Texturing, rigs, and base is all that's left now...
http://ldaustinart.com/paul/snowman/snowman01.jpg
http://ldaustinart.com/paul/snowman/snowman02.jpg
http://ldaustinart.com/paul/snowman/snowman03.jpg
Our host seems to be having some server problems at the moment, those might not load immediately (or at all!) along with other images in this thread, I hope it gets fixed soon.
Back to work on the textures!
Unfortunately, dorks can be talented. You've done a wonderful job on this, dork. Congratulations. No crits from me other than that you are a huge nerd. Huge. Massive.
Motives, funny you should say that, because dinosaurs didn't actually have collar bones to speak of. They had a bone analogous to the clavicle (not sure if it's actually called that by dinosaur anatomists), but it's much further back.. enough to be covered by the strap and saddle. Valid criticism though, I think. It could use more of something in that area for sure.
Can you tell I like these things?
[/ QUOTE ]
Yes hehe, obviously you have a better grasp on dino anatomy than me I wasnt really asking for collarbones per se but more about some definition and variation of the form.
Great jobs on the concepts still, love your stuff so far! And great models aswell mop. Its great to see you handling the whole normalmapping process
Could we see the wireframe of that snowman by any chance?
The victory pose:
All the other images are pretty big, so here are the links:
Beauty render
Wireframe screengrab
Texture sheets
The grand total was 5000 triangles - 2600 for the General himself, 270 for his sword, and 2130 for the creature.
Textures used were: Diffuse, Normal, Specular Colour/Level, Glossiness, Glow and Reflection. I decided to leave out the Glow and Reflection maps from the compiled image.
damn nice
You pulled it off!
Seriously this is amazing work. I'm dying to get a tutorial from you on how you light your scenes. They look like global illumination it's amazing stuff.
Dino-ride came out flawless i really like the subtle skin tones.
B
sinistergfx: Sure thing - big images to be found here:
Lowpoly/normal comparison: http://ldaustinart.com/paul/general/render1.jpg
640x1280 version of victory pose: http://ldaustinart.com/paul/general/render2.jpg
modeling_man: Thanks, and the lighting setup is pretty simple. 2 sky-coloured Target Spot lights casting shadow-mapped shadows (I tend to put the shadow colour to a dark blue/purple and lower the shadow density to about 0.7), and one orange Omni set below and to the side, not casting shadows. Adding to the effect is a GI light bake into the diffuse textures (which you can see on the flat texture images I posted).
Cheers!
He really shows his experience and rank of general.
Great pose image
[image][image]
Scott