wow, seems like this project has taken leaps and bounds forward since it's initial incarnation. Definitely still needs some tweaking as far as lighting goes but it seems like you kinda know this and are actively trying to work on it. Definitely have my eye on this.
Yeah, especially after resizing the totem from its initial size it's going to feel strangely small. In the end though, unless you plan on modifying default animations you're going to be restricted by the dimensions of the original model so as to avoid serious clipping issues.
Here are the last couple of film studies I did. I didn't mention before that I'm doing the rydan workshop concept art class. That's what most of these initial posts will probably be from. Wall-E - 1 hr Children of Men - 1 hr
That looks amazing!! Really like how you made the stylized assets and PBR work together. You have done a great job with them. Oh and by the way my initial reaction when I saw the dagger was "fuck me running, that looks badass!"
I think George Orwell just turned over about a million times in his grave... then his head exploded. Christ. edit - nvm... reread your post and I hope you didn't mean what I initially thought you did.
I saw them as cracking of the skin post-wound. The initial wound is a deep slash, and then as it all dries out, the skin cracks perpendicularly as he moves his mouth and emotes and such. It would make more sense if it followed the grooves between his scales, though.
That could be used as a tool to go to communities and find out where they need help so that they can be "vaccinated" against potential infection. If they just initiate community programs that discourage violent activity in the area, they could retard or prevent the spread of "infection" to their area. Very interesting.
The initial discussion on this thread it's already over to me. But about what Hawken said, I really didn't get it. So do you think that to make a redesign of something, there's no need of a new concept? I always thought like what Ben said. Then this is not concepting?
Great initiative. Would love to try it out whenever you feel it's ready. One thing I'd love to see is pretty strong clumping parameters. For any character with wet/oily/dirty hair, or basically any animals, having realistic clumping is important.
I think optimization looks fine, I think maintaining quads is better for the bake, rather than triangulating everything so save a few polygons. Remember that you may need to add some geo to get a better bake after the initial tests.