cool character man... high poly shots are my favourite by far.
Looking at the presentation pics tho, looks very muddy and mushing into one atm. Could be your 'render' setup or just that the diffuse map is lacking in nice contrasting elements to seperate the character out a bit. Gettin a little hard to read.
Also, that wireframe shot is really making me wanna optimize that mesh man, heaps of wasted tri's just in that head (neck especially, running horizontally across the nose too).
Anyways, just a few thoughts. Still a very cool character but i dig the high poly shots heaps more than the final atm (might be an idea chucking it into marmo's viewer and seeing what it looks like, might be totally different).
Looks really good, I especially like the lighting and your attention to detail in the Armour and gore. My only crit would be that the damage notches in the swords look a little to uniformly spaced out.
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Looking at the presentation pics tho, looks very muddy and mushing into one atm. Could be your 'render' setup or just that the diffuse map is lacking in nice contrasting elements to seperate the character out a bit. Gettin a little hard to read.
Also, that wireframe shot is really making me wanna optimize that mesh man, heaps of wasted tri's just in that head (neck especially, running horizontally across the nose too).
Anyways, just a few thoughts. Still a very cool character but i dig the high poly shots heaps more than the final atm (might be an idea chucking it into marmo's viewer and seeing what it looks like, might be totally different).
i really like the lighting
but maybe if you had a cool Asian temple environment in the background that would be sick :P