Hi guys!
I'm currently working on a portfolio for when I head out on my internships(I'm studying at Playground Squad, Falun, Sweden) and I'm looking for some tips and feedback.
This is a minotaur I made based on
Paul Bonner's "The minotaur" sort of as a way to work from a difficult (and awsome) concept picture. It's not perfect, but I'm kind of pleased with it.
Minotaur
Axe closeup
I'm gonna remove some of the grunge from the axehead "shaft". It's a bit cluttered.
Lay it on me.
Replies
Crits:
- The nostrils kind of bug me, too much build up around the rim and they don't really look like they go anywhere, they're like big moon craters.
The hair on the back could be blended a wee bit better, probably just darkening the diffuse underneath or painting some subtle hair on the diffuse of the body. Also lightening up the hair the farther away from the body will help soften it up and help recreate how light effects fur.
- The horns are a little weird, they have a sunken depression. Horns do have that depression but its normally under the surface of the skin, you only see it when you strip off the flesh.
- His pose is a bit off balance, looks like he might fall forward.
Other than those minor things is awesome really nice work!
I love Paul Bonners work. :P
And yes, Paul Bonner is the greatest. But a painter of easy-to-model characters he ain't.
Both of these could arguably be "blamed" on the concept but that wouldn't be entirely fair. I can see your point on the nostrils not going anywhere, though, I'll try to fix a bit in the texture to lessen that impression.
That's a great idea, and you're totally correct, respectively. I'll toy with the hair a bit and look into making him look a bit more stable. I'll probably just lean him back a bit, I plan on making a base for the model anyhow. I'm tired of people telling me that he seems to be standing on a biscuit.
I think if you pinch the back of the nostrils so they're more of a paisley (half yin/yang shape) and maybe tuck the lower part under the upper a bit you could pull it together pretty well, but that probably means rebaking and some texture clean up, I wouldn't hold it against you if you didn't ha =D
I really like your spec on the axe.
Kind of odd that your normal maps have a black background around the UV islands, it looks like you padded things well so it might not be an issue at this res. If it was a game asset you might want to further guard against the void creeping into your seams.
The black background on the normalmaps come from baking them with xNormal.
Also the base is kind of holding back the final presentation. It's a bit too plain and the lack of shadows to anchor him down is kind of lame.
I like how these bottom two pictures are secular, wouldnt want to offend any religious communities.
Aw man im a douche. But someone had to point it out
Joking aside, this looks really good. Maybe darken the diffuse so your spec comes out a bit more popping.
edit: oh crap, jokes already been made, damnit.