sorry I haven't posted in a while because I have been trying to learn how to render with Arnold in Maya but the new project I am working on is a creature based on a concept I found on http://dnd.wizards.com/products/tabletop-games/rpg-products/volos-guide-to-monsters I am changing the concept partial just because i was…
Hi here i am starting with the textures. I am not much used to do creature texture, so it will go little slow and expecting mistakes. My Plan is to first do the base texture in Zbrush via polypaint, later i will use PS and SPainter fior further details. Here are Zbrush screenshots, both with Flat Material and shaded one.…
Looking good. The anatomy is tough to work with, if possible I'd stretch the body a little longer so the legs have room to move with less clipping or looking like a shuffle... the creature is bulky enough as it is and you gotta do all you can to make the silhouette readable. Overall I think the speed can be slower, about…
Yea I can't trust CAT yet because of the bugs, but I do like it and I use it for non-bipedal rigs. I would use it for bipedal creatures but I wish it didn't have traditional IK/FK blending for arms, I really like biped's all on one system approach. They added a biped-like preset but it is very easy to break. So for bipeds…
We were down to 2 character artists inhouse for Rift for a while (+ outsourcing) - some of the enviro guys from the team might be able to confirm, but there was I think definitely over 10 Enviro artists?? Some studios have downtime, where you can experiment and make up whatever you want / add new things / creatures /…
I love your design. It reads as kog'mah but has way more personality then the original one. The likeness seems to be slipping a little on the blocking though. It might be due to the fact that you are defining the body parts so much. The transition between the body and the tail could use to be softer. Also, the shoulders on…
I entirely agree that some of the edges need to be harder, especially to create some variety in the model. I think this is particularly true at certain places where the plating joins, like the overlapping plates on the upper rear of the gun. However in response to Wesley, the entire weapon is organic and there are no metal…
Thanks :) . Project is almost complete, right now I'm working on the room where the creature escaped. This video represent an earlier version of it, but its close to what I currently have. [ame] http://www.youtube.com/watch?v=CzIWbov4ee0[/ame] Pardon for the low frame rate, fraps was failing so I used camtasia for this…
Thanks Brandon! So far in my portfolio I primarily have high poly stuff for film. I'm pretty satisfied with most of the stuff there, so I'm going to be making a fair amount of game models and the occasional high res environment render for a while. Right now I'm working on this great concept by Baldi Konjin I also just…
It's a nifty little creature, but I feel you can really push the texture either more stylized or more realistic. Currently there is very little material differentiation between skin, teeth, spikes, etc. Try an gradient map ao bake overlayed to direct the eye towards specific parts of the model and to de-flatten the…