this is an image i've been working on sporadically over the past year or so. I also will be posting a 3d print of the creature that I'm getting from Morpheus Prototypes sometime this coming week.
a full res version can be found here...
http://zopfx.com/wips/demon_render_10.jpg
and a bit about the image. I modeled the base mesh in maya, sculpted with mudbox and did a good deal of the texturing with mudbox. I also used photoshop for texture work and finally rendered in mental ray.
thanks for looking!
Replies
How long did it take to render by the way?:P am just curious because the scene looks damn heavy:P
the render wasn't too long actually. It took about 12 minutes or so on my quad core. the creature and the rocks in the foreground were rendered by themselves. the background is a 2d matte painting and the flying creatures were all rendered individually and comped in. also, i render the high res mesh instead of displacing. I've got an image here to show the wire and the shaded viewport image along with the base mesh. i've also attached an early WIP image showing the basemesh in the default pose. this was also before i switched from the ears to the horns.
for the texture process i get a lot out of my bump map instead of the sculpt. its easier and faster to be able to paint the bump for me and it can yield some nice tight results.
The pose seems a little weird, though. Even with such a large tail as a counterweight, the creature would likely fall over because of uneven distribution of weight in its current pose. Even using a single arm to support itself would make this pose more believable.
Maybe position the left arm forward with the claws gripping the cliff edge so you don't detract from the chest detail? Also, the bulge directly beneath the knee in the foreground isn't immediately identifiable. Is it part of the tail, or the left leg? I'd guess the leg, but it's not obvious and looks a little awkward right now.
Other than that, I'd work on the lighting and contrast, maybe think about your sky - the desaturation definitely works for your skin texture but leaves the rest of the image looking a little flat because of the similarity of the hues in the scene.
Great job overall.
when are you making the low poly?
Though, I'd agree with what danshewan had to say about the balance.