Hey Teriyaki, I actually really like #5, maybe even have the steed tossing an enemy into the air as it has great movement to the piece. Looks like the rider was @#$* this why let my steed have all the fun and is jumping off to nail a few as well. Great thumbs all around, and good thoughts on the final render.
i would like to see the chains connected to his hands get more attention - i see that part as being the key to making him seem 'bound' to the creature - at the moment the connections seems rather vague and not 'painful' enough - I guess if that fusion of arm and chain looked like it had to be super painful to go through would make you feel the extent this person had to go through to ride the worm. aside from that it looks like a very solid start!!!
No crits here, just awesome. I'm a huge fan of teriyaki. 5 still comes across as beast and rider to me, since they're still tethered together, but I understand it doesn't go with the back story you intended.
# 5 is definietly the strongest one here. has a lot of action and some pretty nice composition. id say keep the creature close to how it is, but the guy and his weapon are not flowing as well as they could. almost looks like he is flying a kite or something. maybe study spider man comics for a bit, getting that flow of action from his body down the chain is going to be a fun challenge. all of the pics you have up so far the weapon seems to be swinging kind of arbitrarily (sp?), once they are one it is gonna all fall together
Whew, good stuff has beem happening here, the little storyboards are very nice, and the concept of the rider is bad-ass. A little too early to say anything about the model, but if your 2D skills are any indicaton for what you can do in 3D, I think this will be a fine, fine addition to the greentooth army.
hey man, this is totally inspiring stuff! def makes me want to hurry up and jump into zbrush...hopefully later today;) i was wondering if you have any concerns about texture size? i know u may have polycount concerns but what about fitting all this onto the 2048? i am dealing with a similar situation where my character has giant wings and someone mentioned it would be difficult to get everything on a 2048. im used to making characters on 256s at work so i didnt think it would be an issue. of course, this is kinda my first stab at higher poly stuff so now im a bit uneasy. are u having any of the same concerns? or is this not really an issue with a texture as large as a 2048? if anyone else wants to comment here or on my thread, please do! sorry teriyaki, rambled a ton there...the model is lookin awesome though!
this is looking damn cool so far, and nice reference you've got there
@slosh: always keep the final submission in mind, your image will be 1000x1000 pixels i guess it will be even better if you have bigger proportions on your character or character+mount, as you'll have to fit the model in, the real pixelspace will not be that big on the final image.
and you culd also reuse parts of the texture to save texturespace, mirror things when needed and in this case here, the whole snakes tail could be tileable to save texturespace.
Looking great Teriyaki, really like the clean basemesh you have going on so far, which will be a great help in zbrush. Also, love your new polyicon you created, evil as it should be:) Keep it up, as we have just 2 more weeks, so you can do it!
very nice teriyaki!
right now, I have 2 crits: the arms maybe a bit short, and the legs, being perfectly straight should be closer from each other (below the crotch).. but may be you did it on purpose to work more easily in zbrush..? otherwise , good job.. keep it up!
Replies
you've put a lot of work into making the wormbeast and its rider work together
added the fact that its Damn cool and very different to anything ive seen so far
Kudos man, im really looking forward to see your work on the mesh
Spark
keep it up, this is rad
Nice start on the monster's head too!
@slosh: always keep the final submission in mind, your image will be 1000x1000 pixels i guess it will be even better if you have bigger proportions on your character or character+mount, as you'll have to fit the model in, the real pixelspace will not be that big on the final image.
and you culd also reuse parts of the texture to save texturespace, mirror things when needed and in this case here, the whole snakes tail could be tileable to save texturespace.
looks too flat and noisy. IMO
Spark
right now, I have 2 crits: the arms maybe a bit short, and the legs, being perfectly straight should be closer from each other (below the crotch).. but may be you did it on purpose to work more easily in zbrush..? otherwise , good job.. keep it up!