Hey everyone,
I had been trying to do the Arenanet internship challenge awhile back when it was going. I ended up running out of time and it went on the backburner because of a lot of school projects.
Here was the beginning just my base colours.
http://dl.dropbox.com/u/57184600/CreatureWIP.JPG
I wanted to go for more of a scaly look on it so here it is so far. I will be creating a base for it soon once im done my textures. I really have to work on my spec map but I'll be updating as this is a WIP, C&C is very welcome!
Here is the original concepts, I'm sure youve seen these before. :poly124:
Replies
I still need to block in the grass and some big rain forest like plants. I will be updating soon.
Any C&C is more then welcome!
A little slow but this is almost done; I'm working on my post-process in UDK, all my materials are final, just trying to edit the last little bits. I'd love some crits if you see that I can improve anything it would be great.
I will be posting the final probably with a turntable and actual renders(not just screens).
You should post the concept it's based on so we can give you more concise crits.
I think that turntable was untetxured; hence the snowy look?
Or are you referring to one of the pics that won't load anymore?
Great stuff man! The little environment is awesome too
One crit though, taking extra attention to scale is important, and I think you did a good job with the base model, but, after that is done its almost equally important to take into account the smaller stuff. To me it looks like those teeth should be a tad thinner. Its important because while the concept looks a bit sinister and mean the thicker teeth on your model make it cartoony. So little does a big difference to the viewer, its really hard while working on your own model because after a while it all seems right and you stop looking for differences, (and you might even like the small changes yourself) I do this a lot, so I let numbers decide if Im right or wrong, I take a step back, choose a tiny detail (could be some nails on a treasure_chest) that is throughout the model, then I measure it comparatively to the concept. adjust.
This will save you and your art director a lot of time. If he does not like how the 3d model turned out, let him know the things you found out while modelling it. (perhaps bigger teeth are good after all) :P
Good Luck!
SasoChicken, The snowy base idea is really cool I have never really thought about showing it like that. I would have to do a different diffuse, make him look cold have the scales other colors and stuff but I would love to do it if I had time. The problem I'm running into is that its becoming really hard to juggle all my school work so If i have time I want to try it.
TheWinterLord, Thanks for the crits man, I see what you mean about the teeth being to wide and its a pretty quick fix so I definitely do it asap.
I will post soon with actual renders and the teeth fix.
I thinned the teeth out a little and finished my post-process in UDK. Let me know if you see anything weird, Thanks
I much prefer the "crispness" of the bottom picture in your fourth post.
Thanks a lot
Green background to reinforce the jungle (?) environment, and to pop out the red drake (green being red's compliment).
Desaturate every red object BUT the drake, especially the rocks. The extra red broke the strong sillhouette of the drake and made the drake feel less unique/important.
Turn down the contrast on the plants, they were drawing my eye away from the drake.
Turn up the vibrance and brightness on the drake.
Followed by the more dense variation in your 5th post, just needs a different colored background and possibly a bit more intense rim light on the creature itself.
It feels murky, and maybe that's the environment this creature inhabits, but you should experiment with the lighting and avoid overwhelming it with rendering effects. (ie. bloom, saturation, etc.) Those should be kept in control and remain subtle.
dirigible, I really appreciate the paint-over man but I really don't know about the green.
Personally I really like the one with the blue background but maybe i can get rid of the over saturation and bring back the crispness. Anyway Here are some screens of what I changed.
My remaining critique of this thing is that the rocks and dirt (even the plant to some extent) seem to be too glossy, giving them a plastic/rubber aesthetic. The creature could use some tweaking in this regard as well.
The roots (or fungus?) coming from underneath the rocks is also standing out. They're way to thick to be grass roots and simply don't look natural. Check out the roots in this picture (not the giant tree roots).
The lighting is working better, but could be dropped in intensity or perhaps moved a bit higher in its position. Right now, the entire underbelly receives nearly as much light as the top. (At least in the first shot) Would you mind posting a shot of the lighting setup?
Other than that, this thing is really coming along and will definitely end up making a sweet portfolio piece. Keep it up!
Mcejn, Thanks for the help, here is my light setup I have my dominant light set at 6 and its the highest of all the lights. I dont really know a lot about lighting in UDK I'm finding it hard to get a nice crisp rim light on him.
The roots that I have done I can change, whether it be scaling them down or I could easily drop them out of the scene totally.