I like it overall. Deffinately see it as a lower poly game creature.
Needs some work though. The things that stand out to me the most are:
1: lack of underbelly. The same tex on the bottom of necks should go all the way under the body all the way to end of tail.
2: don't like the end of the tail. I'll leave it at that.
3: for a portfolio piece you really need to work on the stance. You gotta put it in an interesting pose. Bend the tail around, lift a claw, have heads bending over so it looks like it's attacking something. Close one mouth. Dragond snap with their mouths so having them all in one position is kindof boring.
4: the tex on neck is stretched bad.
Don't take this wrong though, I think it's pretty cool, I've tried to do dragons myself with fairly bland results. But as a modeller/gamer those are the things I think need more attention.
Its not bad, but I would more or less tag this as a "learning" piece as opposed to a "portfolio" piece.
Firstly and as generic as it sounds, look up some anatomy ref. One thing that sticks out is "how are these heads attached?" if you were to draw up a skeleton for this, how would all the necks attach to the bone structure, and then how would muscle fall on top of that. Right now, it looks like a box, with a bunch of stuck on body parts. the head/neck, legs, and tail don't have an interesting body to connect and interact with and thats easily the biggest failing of this piece. Ask yourself, what do the ribcage and hip bones look like, does it have a spine? Its lacking definition and in order to make a successful piece you need to start thinking in these terms. On your next piece you should make 100% positive that it looks good, and makes sense in all views before even thinking about moving onto texturing. Post it for critique, etc:
As you sculpt, move the camera around as much as you can, inspecting how the model looks from all different angles. As you find incorrect silhouettes, fix them. When you can't find anymore... you're done. - bay raitt
you have a long ways to go, BUT the good news is you made the first step. It takes a great deal of dedication to get where you've gotten so far so its obvious this is something you want to do. to late to turn back now. keep at it, and you`ll get there. Its just a matter of filling into those skill holes :P.
My advice would be to start something new, and take great care to make sure each step gets peoples input and advice. this way, you`ll grow exponentially (and more importantly, with guidance).
Replies
Needs some work though. The things that stand out to me the most are:
1: lack of underbelly. The same tex on the bottom of necks should go all the way under the body all the way to end of tail.
2: don't like the end of the tail. I'll leave it at that.
3: for a portfolio piece you really need to work on the stance. You gotta put it in an interesting pose. Bend the tail around, lift a claw, have heads bending over so it looks like it's attacking something. Close one mouth. Dragond snap with their mouths so having them all in one position is kindof boring.
4: the tex on neck is stretched bad.
Don't take this wrong though, I think it's pretty cool, I've tried to do dragons myself with fairly bland results. But as a modeller/gamer those are the things I think need more attention.
Firstly and as generic as it sounds, look up some anatomy ref. One thing that sticks out is "how are these heads attached?" if you were to draw up a skeleton for this, how would all the necks attach to the bone structure, and then how would muscle fall on top of that. Right now, it looks like a box, with a bunch of stuck on body parts. the head/neck, legs, and tail don't have an interesting body to connect and interact with and thats easily the biggest failing of this piece. Ask yourself, what do the ribcage and hip bones look like, does it have a spine? Its lacking definition and in order to make a successful piece you need to start thinking in these terms. On your next piece you should make 100% positive that it looks good, and makes sense in all views before even thinking about moving onto texturing. Post it for critique, etc:
As you sculpt, move the camera around as much as you can, inspecting how the model looks from all different angles. As you find incorrect silhouettes, fix them. When you can't find anymore... you're done. - bay raitt
you have a long ways to go, BUT the good news is you made the first step. It takes a great deal of dedication to get where you've gotten so far so its obvious this is something you want to do. to late to turn back now. keep at it, and you`ll get there. Its just a matter of filling into those skill holes :P.
My advice would be to start something new, and take great care to make sure each step gets peoples input and advice. this way, you`ll grow exponentially (and more importantly, with guidance).
...Welcome to polycount