This is for a unreal fantasy MOD a friend and i are bringing back to life, included is a dragon that is near complete, and a fortress static mesh, opinions and crits appreciated
the dragon is pretty cool, but really off balance. not sure what you can do to change that, or if it's too late, but balance is pretty important to making these look a bit more believable.
Looks like an ambitious project. Another point to add about the dragon, is that I don't think you can get away with a tiling texture for a statue. You really need to properly unwrap the thing and add some specific form, detail and perhaps occlusion to its texture.
I'd also stay away from using the same textures on the floor as you've used on the walls there If I were you. They have a strong directional light source which looks pretty weird on the ground. You might also want to spend more time ensuring that the patterns make a bit more sense for the geometry they're mapped to. The most egregious example of where you haven't done that being the main wall with the weird thin sliver of brick on the top of it.
I appreciate the replys, right now im trying to redo the character models in the game as they are outdated. Ive had a busy week working, but have been working on the game in my free time drawing concept art for the new class models, here is an update for the warrior, its about 75% complete with the least amount of work in the arms, it uses the juggernaut UT biped instead of the normal human one to make the warrior seem larger than life, i wanted to start from scratch on him but instead used an older model i made and modified it just because of time constraints, this is also a learning experience for me and i could use the practice, but i have alot to do and time is my enemy.
With your dragon statue, you might be better to build Have his legs, tail and lower body built around a solid base, a bit like this:
It'd look more plausible with less danger of the thing simply breaking in half under its own wieght and you'd be ablk=e to keep that looming-over-the-player feel.
Nice work so far. I think the dragon has some cool features in the model. I'm with Daz on using a tiling texture. I'd suggest giving him unique UVs and then adding dirt, wear, and shadows.
The new player model you're working on has some nice volume. I think the helmet and shoulder pads has a cool dynamic to it. I might suggest even pushing the top heavy feel even omre, but thinning his legs a bit and narrowing his waist more.
Alright after a bit of tweaking i think im nearing completion on this guy. FYI there are two teams, basically a good and a bad, this is the warrior for the bad team, trying to go for a dark viking look, opinions appreciated, thanks.
hey man, cool stuff, nice that you got it working in game. 2 things that stand out right away on the dragon-- he's got pinched elbows, creating a sausage arm look, huge popeye forearms and big baloon biceps. in fact over all, a lot of the shapes on him look inflated, which i think is killing the look.
it's debatable as to whether or not that texture is actually making the model worse. do you have any room at all for location specific detail, like cracks that make sense, or grunge? that would make it quite nice.
oh, and the deltoids on the dragon as well. again, too baloony. which is a word, i think.
hm.. and i think his head looks too big. he'd have a DAMN sore neck. he'd look a lot more menacing with a tiny head anyway, imo it creates a more.. er... dangerous feeling.
Replies
I'd also stay away from using the same textures on the floor as you've used on the walls there If I were you. They have a strong directional light source which looks pretty weird on the ground. You might also want to spend more time ensuring that the patterns make a bit more sense for the geometry they're mapped to. The most egregious example of where you haven't done that being the main wall with the weird thin sliver of brick on the top of it.
on another note, amazing looking project, id like to see a website or blog aswell!!!
looking forward to updates on this thread
cheers
Older model
-Buddikaman-
It'd look more plausible with less danger of the thing simply breaking in half under its own wieght and you'd be ablk=e to keep that looming-over-the-player feel.
The new player model you're working on has some nice volume. I think the helmet and shoulder pads has a cool dynamic to it. I might suggest even pushing the top heavy feel even omre, but thinning his legs a bit and narrowing his waist more.
Good luck on the mod!
Model
Silloutte
-Buddikaman-
-Buddikaman-
it's debatable as to whether or not that texture is actually making the model worse. do you have any room at all for location specific detail, like cracks that make sense, or grunge? that would make it quite nice.
oh, and the deltoids on the dragon as well. again, too baloony. which is a word, i think.
hm.. and i think his head looks too big. he'd have a DAMN sore neck. he'd look a lot more menacing with a tiny head anyway, imo it creates a more.. er... dangerous feeling.
-Buddikaman-
I'm liking the design of the dragon so far.