Gotta show you ma Deamon.
July 15, 2002 09:45 PM
i think it would look better with ram horns coming out from where the neck/shoulders meets the head, instead of the little ones comign from the upper jaw, i know it is cliche but i think it would maybe make it look a little less blizzardy (diabloish)
Looks great... heh, glassjaw, maybe the "seam" is a skull ridge or something
WNDCLASSEX Reality;......Reality.lpfnWndProc=ComputerGames;......RegisterClassEx(&Reality);Unable to register Reality...what's wrong?---------Dan Uptonhttp://0to1.orghttp://www20.brinkster.com/draqza
Wow, this looks EVIL !!!
How long did it take you to model this?
It is now for sure you can throw away your computer
Thanks for the replys, doods!
The seam is there since i didn''t have the energy to weld the bastards halves together...
Anyways, here is an update:
If you want to see stuff i have made then you can check this folder:
My WIP folder
Thank you!
The seam is there since i didn''t have the energy to weld the bastards halves together...
Anyways, here is an update:
If you want to see stuff i have made then you can check this folder:
My WIP folder
Thank you!
Unemployed 3d artist. Looking for work!Homepage: www.FredianArt.tk
Pretty impressive! A few suggestions though:
Model with the arms up straight out from the torso, and slightly bent (like they are now). This will help to avoid textures tearing when the character raises his arms above his head.
Abs aren't quite that perfect - try "muddling" them up a but so they aren't so symmetrical.
Add more definition around the elbow area - both front a back. With a character that's so muscular, the area on the inside of this joint would be much "deeper."
Add more detail to the legs - compared to the arms, they seem very simple. Try adding more definition to the kneecaps and the muscles around the top of the thigh - the muscle groups here should stand out more. Also, and it's a bit hard to tell from the images you have here - the calf muscles seems a little malformed.
Of course, it IS a dæmon, so you don't really have to stick to human anatomy here .
Perhaps this last one is just me, but I'd like to see the feet more gnarled & wrinkly - the hands as well. Some of this can be done in texturing but for nice shadows you can't beat actual geometry.
Might I also suggest uploading a picture of the control mesh for this character? This may help others who are just starting out see a decent example of mesh structure.
Regards,
- Nick "digisoap" Robalik
http://www.digital-soapbox.com
[edited by - digisoap on July 18, 2002 8:23:45 PM]
Model with the arms up straight out from the torso, and slightly bent (like they are now). This will help to avoid textures tearing when the character raises his arms above his head.
Abs aren't quite that perfect - try "muddling" them up a but so they aren't so symmetrical.
Add more definition around the elbow area - both front a back. With a character that's so muscular, the area on the inside of this joint would be much "deeper."
Add more detail to the legs - compared to the arms, they seem very simple. Try adding more definition to the kneecaps and the muscles around the top of the thigh - the muscle groups here should stand out more. Also, and it's a bit hard to tell from the images you have here - the calf muscles seems a little malformed.
Of course, it IS a dæmon, so you don't really have to stick to human anatomy here .
Perhaps this last one is just me, but I'd like to see the feet more gnarled & wrinkly - the hands as well. Some of this can be done in texturing but for nice shadows you can't beat actual geometry.
Might I also suggest uploading a picture of the control mesh for this character? This may help others who are just starting out see a decent example of mesh structure.
Regards,
- Nick "digisoap" Robalik
http://www.digital-soapbox.com
[edited by - digisoap on July 18, 2002 8:23:45 PM]
-Nick "digisoap" RobalikWeb & Print Design, 2D & 3D Illustration and Animation, Game Designhttp://www.digital-soapbox.com[email=nick@digital-soapbox.com]nick@digital-soabox.com[/email]
Thanks for the crits DIGI!
Here is an update!
I have begun texturing this bastard... and thanks to my wacom it is soo much easyer to paint the texture.
Anyways, i have mostly been working on the facial area.
Any crits and/or comments are welcome!
Regards!
Here is an update!
I have begun texturing this bastard... and thanks to my wacom it is soo much easyer to paint the texture.
Anyways, i have mostly been working on the facial area.
Any crits and/or comments are welcome!
Regards!
Unemployed 3d artist. Looking for work!Homepage: www.FredianArt.tk
are you using photoshop or some other 2D prog and editing an unwrapped texture? or are you using a 3D paint tool like Deep Paint?
just curious.. i suck at texturing, and i wonder which is the
best way to go.
-eldee
;another space monkey;
[ Forced Evolution Studios ]
just curious.. i suck at texturing, and i wonder which is the
best way to go.
-eldee
;another space monkey;
[ Forced Evolution Studios ]
-eldee;another space monkey;[ Forced Evolution Studios ]
Wow! That rocks
Just 2 things I think you should add: rotten teeth and saliva.
Just 2 things I think you should add: rotten teeth and saliva.
I don''t know about rotten teeth, but maybe a few snapped/broken ones. And drool is a must have. I would also love to see your mesh for this one. I am just starting out in modelling and am very curious. My first biped looked like crap.
God was my co-pilot but we crashed in the mountains and I had to eat him...
Landsknecht
God was my co-pilot but we crashed in the mountains and I had to eat him...
Landsknecht
My sig used to be, "God was my co-pilot but we crashed in the mountains and I had to eat him..."
But folks whinned and I had to change it.
But folks whinned and I had to change it.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement