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Samurai Warrior (heavy image content)

polycounter lvl 17
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culturedbum polycounter lvl 17
Hey guys, been kinda busy with school lately but here is my progress on the latest model.
Its a samurai inspired by this awesome statue
0506120.jpg

samurai_finished_front.jpg
samurai_final_back.jpg
samurai_face_shot.jpg
samurai_legs.jpg
samurai_full_normal_back.jpg
samurai_full_normal_front.jpg
samurai_side_face.jpg
samurai_wire2.jpg

So this guy is supposed to be mounted on a horse, I already do have a horse but its still in developmental stage. looks a little like this...
horse6.jpg
horse5.jpg

I am planning to upload it into Roboblitz and test out the paralax mapping and shadows in there. Anyways thats that. Enjoy! wink.gif

Replies

  • tremulant
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    tremulant polycounter lvl 17
    looks great in detail..but the proportions are not dynamic like the statue...Id say he needs more badassness..Give his body a tweak on the old verts, and maybe give him proportions more like the guy in the statue and less like a wimpy scientist..no offense . Great work regardless

    Dave
  • indian_boy
    the head [or the neck] looks way off. needs to be flattened, and maybe lowered a bit.
    otherwise, it's nicely done!
  • Daz
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    Daz polycounter lvl 18
    So, there is something pretty strange about your normals overall, particularly the face. Are they painted perchance? Fine for RTS stuff maybe, but that's really not the appropriate method for a model of this resolution. It might be time to look at Mudbox or Zbrush If you're serious about this stuff.

    Be careful not to skimp out on the horse. You really don't want an Everquest II horse. Yours is obviously better than this, but there's room for improvement I think. The ears are a little strange, and the bulk of the head and body seems too great for the spindly legs perhaps, but that might be an FOV thing?
    You'll struggle to come close to the strong, dynamic look to the horse in that statue without emphasizing its musculature a lot more, and that will be *very* hard without a real normal map.
  • Snowfly
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    Snowfly polycounter lvl 18
    hey man, good choice of reference material but it looks like everything that's cool about the statue isn't coming through in your model...in fact...the costume looks like you were referencing something else entirely. Where are the expansive proportions, deep set facial structure, the meaty muscle structure of the horse?
  • culturedbum
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    culturedbum polycounter lvl 17
    Hey guys thanks for the comments.
    Snowfly- I guess when I decided to make this character I picked the statue reference as only the way I wanted the characters final pose to be. I followed another reference source when modeling the actual samurai and horse, thats the reason why the stylized look(predominantly on the horse) didnt come through...My reasoning was that I didnt want it to look like a statue, I wanted it to be an actual living creature.
    Daz-Thanks for the comment man, youre like an idol to me. Yeah the face didnt come through as I wanted it, I did go with Mudbox but I rendered the normal map the old school way with a cage. As you can see I'm pretty much a work in progress but getting better(IMO) thanks again guys.
  • culturedbum
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    culturedbum polycounter lvl 17
    LAWL. at the everquest horse.
  • Spark
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    Spark polycounter lvl 18
    Hey Culturedbum, Daz and Snowfly hit alot of the comments that I was going to say ( they made the job easier:) ). I would be interested in checking out your wires, as you have symetry throughout your piece, so I would be curious if you are mirroring in your uvs, or just flipping your texture ( which kills the pixtel usage ). As for the stylized aspect of your piece, I see alot of people trying to do this, or use this argument when they fall short on making something look real. Before you go down the stylized route ( since your in school learning ) try learning from real life, if you can draw the human body correctly, then you can draw anything, and this holds up in anything in art. Hell, otherwise people will mistake your horses for those of Everquest 2:), also the horse should be done in mudbox along with anything else in your piece, as to help keep your piece consistant in look. I hope that helps some, and using cage in max won't hurt anything if your high poly and low poly are thought out and work well together.

    Spark
  • Ancient-Pig
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    Ancient-Pig polycounter lvl 18
    Oh my god that EQ2 horse looks HORRIBLE!!!!

    Hey there's nothing wrong with using the cage! That's actually my preferred method :P

    Overall it's looking so-so. i agree with everyone's comments on here. I think you should try and work in some more detail in that armor as well
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