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
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.
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?
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.
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.
Replies
Dave
otherwise, it's nicely done!
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- 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.
Spark
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