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Sculpted Dragon Head (wip)

Wolfer
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Wolfer polycounter lvl 9
So been working on this dragon head. I was able to sculpt it, retopology it, uv and bake it and it turned out well. Now trying to texture it. Thought I show it here to see if I could get any feedback on what I could to improve it. I haven't gotten to the eye and tongue yet so it still wip. I'm including references i used to help me out with texture below it.

Replies

  • Eric Chadwick
    Great references, looking forward to seeing where you go with this.

    It could have been good to post your very first steps here, to get feedback before heading down the full baking path. I feel like the overall design of the head is not working as well as it could.

    For example, this head looks like it is well-grounded in anatomical structures and biological references.


    I think it could help to take a deeper dive into reptile anatomy, learn how iguanas are constructed, proportioned, and their peculiar shape language. Then apply that study to your own stylized extrapolations.

    Just my 2 cents though. I know it’s hard to put the genie back in the bottle, once you’ve gone pretty far already. But I think you’re struggling a bit because you’re fighting against the foundations you’ve laid.
  • Wolfer
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    Wolfer polycounter lvl 9
    well i will say i did ask for feedback in discord group before i went into retopologizing it and all. It seem fine. Well still I hear a lot of feedback on that so that is something for me to keep in mind for sure next time. Will continue and this was just for practice to see if i could take a lesson on sculpt, retopology it, unwrap and texture it.  Thank you for the feedback.
  • Noren
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    Noren interpolator
    It would likely distort the UVs a bit, but if you have some headroom there, moving back the lower jaw origin/joint would help a lot.
    Right now, it seems to sit below or even in front of the eye while it should be a good bit behind it. See your references (the blue dragon at the top left might be a bit hard to read, but the same is true, there).

    As for the textures, some of the smaller scales seem to run through the bigger, sculpted ones and anatomical structures. See for example the vertical bands running through the snout and from the cheeks across the eyes and brows. Ideally, they would follow the anatomical features a bit more, like following the brow or bending around the eyes.

    Keep up the good work!

  • Wolfer
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    Wolfer polycounter lvl 9
    Noren said:
    It would likely distort the UVs a bit, but if you have some headroom there, moving back the lower jaw origin/joint would help a lot.
    Right now, it seems to sit below or even in front of the eye while it should be a good bit behind it. See your references (the blue dragon at the top left might be a bit hard to read, but the same is true, there).

    As for the textures, some of the smaller scales seem to run through the bigger, sculpted ones and anatomical structures. See for example the vertical bands running through the snout and from the cheeks across the eyes and brows. Ideally, they would follow the anatomical features a bit more, like following the brow or bending around the eyes.

    Keep up the good work!

    thank you. If it not much, could you take a screenshot and draw a dot or arrow so i know which one your referring to. just i get the jaw but little confuse on which is the exact jaw part i'm thinking of and what direction.

    Will look into that for the scales. Thank you for bringing that to attention to me.
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