that looks really good... I keep struggling getting this amount of detail in Unity. Are these custom shaders? How do you handle detail in textures on the terrain? How heavy is the scene with all the objects and relative big textures?
Yeah gather references - but before modeling anything, draw your own. That way youll know the anatomy inside out before laying down a single vert. You'll save huge amounts of time that way. P
You still have unnecessary amount of detail, just pick up some of the textures of items already done and look what they are like. Transfer this detail to maybe specular or normal maps, but keep it away from diffuse
I hear ya on the mesh underneath. I feel either that is needed or the chunky base card layer needs to have such a dense amount of strands per card that it becomes quite close to the look of a solid mesh anyway.
I personally prefer Eat3d tuts. I have always learned a considerable amount with them. To be honest I learned more from those DVD's then I have from school. Just my two cents.
with the amount of bulkiness you've got up front, I'd honestly like to see it without wings. A large, flat tail and some mean spikes would do this guy justice. It doesn't strike me as the flying type.
Oh wow, forgot about this thread, woops! Anyway, bouncing between other projects in the small amount of free time I have, managed to get some pose and renders done, hope you like them!
Personally I and many others feel that you need a significant amount of detail which is key to appealing to the right audience, those that have the ability, passion, dedication and motivation to read a post and get onto the correct team.
@ged: it makes perfect sense :)@rolang: wow such crazy amount of work, looks great but i agree with ged, it could be softer and maybe tad flatter but nice work regardless! i'll link this to the moon studios guys :)
the amount of time you put into overthinking the approach, you could already have modelled a few of these hairstyles ;) yes it could have been retopoed, but why? create the strands, merge them together by hand or with boolean, done