You're going to want to get rid of those harsh corners in your tail coils. It looks like there's a lot of places where you could cut down geometry with no change to the silhouette at all, particularly if you separate the head spines and teeth from the body.
With some better optimising, I think you should be able to significantly reduce your over all polycount and still have some relatively smooth coils in your tail.
What is the basis of this project? Are you learning to bake normals or other technical details, or is this more art based where form and function plays the biggest role?
The reason I ask, is its really hard to critique this not knowing exactly what it is for.
ok, well the general shapes seem off to me. It looks awkward having a huge head, with a long body with very little tapering going on. That's not to say something like this can't exist, but if you look at the real world giant sea creatures, or even prehistoric, they generally have the opposite characteristics from what you have here. Take a whale for example. Therefore, You def. want to have good references up so that it is clear what you are going for and how well you are executing it.
Also, from a technical standpoint, something like this would ideally be animated in a completely straight pose. Or in other words no zig zag on the body, This would make for a really boring shape artistically, which is another reason why this creature design isn't so hot. Also it looks like you have a seam by the neck, and the specular should be broken up more than it is currently. If your going to use a normal map, I would put some more fine details in the normals/spec to help describe the skin. Scales, or crustaceans, are a couple of ideas.
Good luck man, don't call this one done just yet.
Replies
With some better optimising, I think you should be able to significantly reduce your over all polycount and still have some relatively smooth coils in your tail.
The reason I ask, is its really hard to critique this not knowing exactly what it is for.
bradmyers82 - it is art based so form and function are the biggest thing but I would like the critique for the others anyway
Also, from a technical standpoint, something like this would ideally be animated in a completely straight pose. Or in other words no zig zag on the body, This would make for a really boring shape artistically, which is another reason why this creature design isn't so hot. Also it looks like you have a seam by the neck, and the specular should be broken up more than it is currently. If your going to use a normal map, I would put some more fine details in the normals/spec to help describe the skin. Scales, or crustaceans, are a couple of ideas.
Good luck man, don't call this one done just yet.
http://images.wikia.com/castleage/images/e/e7/Serpent_Ancient.jpg
http://images.wikia.com/wowwiki/images/1/1a/Sea_Snake.png
http://images.wikia.com/finalfantasy/images/8/82/Ffviii-leviathan.jpg
http://www.fccplace.com/wp-content/uploads/2010/11/Leviathan_Orange.jpg
where as for real world its more deep sea creatures
http://seavenger.info/wp-content/uploads/2011/04/picture-21.jpg
http://www.listoid.com/image/153/list_2_153_20101219_131214_247.jpg