Dominance War II: Anole


#41

this is sweet. I really like the mudbox work on this, the way the smooth manufactured bits are blending into organic bits. My main crit is that the legs don’t look chunky enough to support those feet. Maybe if he was rigged and posed it might be easier to see how these legs work and fit round each other.


#42

Anole: ah, well that makes perfect sense then :slight_smile: (enough for a fantasy character!)
good colour palette so far! maybe a bit too many smudgy gradients of that red atm…


#43

Heya, that’s looking sweet. I like the detail embossing thing started on the shoulders and chest. I prefer the finer orange lines on the upper body and arms to the thicker ones on the legs. It’d be cool if he had some balrog-esque flames going on from some of the orange lit areas. Keep it up.


#44

Bootiful!! just bootiful…:thumbsup:


#45

thanks guys

Im still messing with the textures and colors, got the weapons and stand to build out next…


#46

i think you are doing a great job with the textures, but can’t see that much in the last picutre because it’s too dark.

anyway, keep it coming.
-claudiu


#47

it looks so great! I’m quite astonished of how that action pose improved the impression!
still managed to think of some crits: the …feet (or boots?) have annoyed me from the beginning as they are strikingly symetrical from left to right side.
I don’t think anything but maybe sticklike birds feet look feasible and good symetrical.
I’d employ much of the assymetry you find in the human foot, most importantly: shorter toes outwards and the ridge of the foot (soccer-kick-area) isn’t round but rather sharp like a roof and not centered but a bit further inwards (down to the big toe).
maybe not make the outer toe that much smaller but atleast make the part behind the toes more flat and wide on the outer side.

and then looking at the legs the mouscles that go from knee down to… that other backwards knee (I know the word in swedish! :D) are perfectly parallel and centered to the general body and direction of that middle leg-part.
mouscles usually go slightly diagonally along the arm and leg sections from shoulder to elbow and to wrist and accordingly for leg.
if they were in the middle of the leg they’d be close to totally useless :slight_smile:
consider the hydralics on digging machines, they attach very much offset from the “elbow” on the arm so that there’s actually a triangle formed when it bends.

sorry for the preaching explainations if all you needed was an eye-opener <:)
apart from those nitpicky things the model looks like a winner!

oh, maybe the colourpalette is a bit monochromatic… might work if you only light him with a cold light but otherwise I’d add perhaps blue in there is some way… even though it might be tough to make it look good. probably would look silly with blue emissive light as he emits warm already but maybe blue-green copper-oxidation on the armour or something?
sorry for being long but I’d really like to see this one loose any possible ackilles heels :slight_smile: GL!


#48

Holy sh**!

This last version is the lowpoly one? :eek:

All i can say is :buttrock:


#49

Appreciate it guys…

Erik- great critique thank you. I will play with moving the inner toe forward, but in general with only two toes making one smaller tends to make things look off balanced. I’ve adjusted the sharp angle at the back of the foot. Alot of what I have done with him has been from the mindset that he was “crafted” by the ancients. Not a natural being. I think the boots and some details on his back lend strength to that idea. Besides the boots will not be a focus in my final renders…

This is an outdated update I rendered a few days ago. it is closer to my final piece… colors are getting closer. I’ve adjusted the lighting and “skin” tone since. And worked on the weapon textures some more…


#50

Beautiful piece of art. Though the lighting is dark, I hope it gets a little brighter so we can see him. :slight_smile:


#51

This is just awesome but it really does need to be a little brighter. You might also want to go with a little lighter background because right now your character blends too much into it. Looking forward to your final.


#52

Thanks Monkeycorn, Cyborg that last render had no lighting on it… I’d rather not do lighting if I can avoid it… tweak render, tweak render… drives me crazy… unfortunately I’m going to have to if I hope to place. So here’s maybe my last update before I set up and post my finals…
I’d really appreciate some comments on this. What works what doesn’t… Anything short of reposing or remodelling… I just don’t have time or energy to do any major reworks.


#53

Awesome work! Excellent modeling and texturing (I think you heard it lots of time :D)!

Personally I felt yer first post was much stronger. But since it’s been done, may I suggest going for a low angle view? And perhaps tweak the eye’s glow a bit more, to bring more attention to it. Except for the weapons, and the left shoulder, the glow are all almost equal. The lava at the bottom is nice, but it seems to come out of nowhere, and just blend into the space/sky? Seems a little odd there.

Great job, and done fantastically well.


#54

Thanks Yung. Great point about the eyes, I wouldnt have caught that. The “lava” is supposed to be a portal from which the ancients summoned him… I guess the angle makes it a little nebulous. I can throw another poly into the base with an alpha glow out into space. That should pull it together a little better…


#55

hey, really great work on modeling. the specular seems to be a little too glossy. also i think the render is not doing justice. first, i think the camera angle is not working. i cant make out where the head is and its confusing to figure out the shapes because of the lighing.

i would suggest orbit your camera to the right a little bit. get a little closer and lit the character from the front with a soft light pointing from the camera to the character and have it cast soft shadows.

for the color map i think you need to put more contrast in the hues of the separate parts. the specular map right now looks too smooth. you could add some noise to it and have sharp variations around the edges. the bright orange flames are also distracting the viewer from the character. overall the character needs to stand out more in the entire image. hope all these crit helps. really nice modeling once again:)


#56

Great piece! Cant wait to see other points of view!


#57

I agree with Mashru, but I don’t know if you want to go into posing him some more, I think it would be alot more dynamic if he was holding one of the weapons in two hands about to swing it, say his top left and bottom right hand… instead, also he feels like he’s floating in space at the moment but his feet feel planted. I would dip his feet down and give him more of a floating pose, almost like treading water but not quite the kicking part. Good luck, and I love the work you’ve done so far!


#58

Mashru… he actually is light from the front as well… he is not all backlight. Granted the back light from the portal is brightest, but that makes sense. I tried lighting him as you suggested only front lit, but given there is no other light source implied in the rest of the scene it looked wrong. Lighting something in outer space is apparently trickier than I thought.


#59

Sick Job!

My crit would have to be to work on the lighting. If you squint your eyes your character almost completely blends into the background.


#60

my god… my hands hurt…

I am just wrapping up some loose ends now, and putting together my submission sheets…
It was hard and fun (at times), and I learned alot… thanks everyone who commented and made this piece better than I could have made it alone…

I ended up reposing him for my winning pose. I’ll post all my finals monday, but in the meantime…

and goodnight…