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Old 03-21-2013, 02:26 PM   #16
elfenoir
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Gerald Verstraeten
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yes it is an orthographic view,sorry I always forget to turn perspective on.


Thank you
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Old 04-14-2013, 09:54 AM   #17
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So this time in perspective mode .


Start texturing, i'm only working on red part for the moment, so juste forget other parts.

Tanks for comments.



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Old 07-10-2013, 12:40 PM   #18
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So after a lot of work i'm back to this creation.

here is the final texture, so comments are welcome.




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Old 07-10-2013, 01:28 PM   #19
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Looks great! except maybe that net-ish thingy in the front of the body, looks too smooth and does not really fit in with the rest
keep up!
 
Old 07-11-2013, 12:58 PM   #20
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This is excellent work. I've been thinking about using Zbrush for some character I'm working on, and you have given me a lot of inspiration with your thread. Great idea to just build/play to learn as you go.
 
Old 07-11-2013, 01:18 PM   #21
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Thank you for comments guys. So i decide to start skinging, then i pose the creature and see how i will do the render. So here is the framing for this work (backgound will be matepainting red morging sky).



(and one more time sorry for my English)
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Old 07-11-2013, 02:20 PM   #22
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Lighting test with and without texture, the idea of ​​the picture is that the creature pursues a flying vehicle. So three different light sources: a yellowish from the target (reactor), an orange from left (sun, dawn), a blue from the right rear and the environment (sky). I added green lights from area monster emmeting light.

In the ender with texture there is still nothing (specular, normal map etc.) only diffuse color.



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Old 07-20-2013, 03:12 PM   #23
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Some testing with SSS

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Old 07-21-2013, 12:06 AM   #24
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Some more work on specular

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Old 07-23-2013, 12:09 PM   #25
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Gerald Verstraeten
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Now testing sss with wings

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Old 07-23-2013, 02:06 PM   #26
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Last update toady

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Old 08-06-2013, 08:46 AM   #27
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Hello, some test with compositing. I'm a beginer in mate painting and sutch thing so advice are very welcome. Of course this is just a draft.

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Old 08-07-2013, 08:43 AM   #28
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Lee Salo
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Wow! I love this, the sculpting in particular looks great! I am a huge tyranid fan and think you did the monster justice. My only thought, and this is really just my preference, the small legs that run along the body to the tail could be thicker, meatier, the rest of the model has great volume and I feel like those little legs don't match completely. Now just 3d print this to scale and get it on the table!
 
Old 08-09-2013, 02:02 AM   #29
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Andre Cantarel
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I would say you can do by far more with this model!
You could zoom in a bit more with a longer lens. Right now it looks like you positioned it to get as much into frame as possible. Then as this guy is the main point of interest you need a second smaller one which could be something in the lower left third of the frame. There's almost something there which are those two smoke trails but it is not enough in my opinion. This could also be a kind of castle tower he's passing by with a small not-distracting side story (burning guy falling out of the window or whatever).
Lighting wise it is too flat. Contrasts of whatever kind make a picture interesting. you need lighting contrast in terms of key versus fill etc. Play around with some rim lighting of the golden hour sun for example. Or make a night scene and you character is lit from below in orange red light of lets say a burning castle. This would make him look more "evil' too. Angle the clouds if you want to keep them to make the image more dynamic.

Have a look at the lighting of this kind of similar Hydralisk of Starcraft2 It just shows well how to define volume and shape by lighting contrast.

Once you figured out a nicer composition/framing and you made a decision about having a 2nd point of interest you could start working on shaders. Look at insects how their chitin shell reacts to light and/or other excellent similar artwork.

Have fun!

Cheers
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Old 08-09-2013, 09:53 AM   #30
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Thanks a lot for comment ACantarel, i need this kind of comment to realise what i aldready know about the "to flat" lighting .
I've worked a lot on shading and the sss so i do think that it's ok and another lighting will make it look beter.
So i'm gonna restart the lighting with less light source to have more contrasts.
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