Steampunk Myths and Legends Entry: Robert Angol


#21

#Update on the legs.


#22

Sincerly, I prefer a lot the second framing… even more close will be better for me…
…your framing is very original and not natural… it’s not a crit, I like much, but in this case, it’s always harder to read fast the pic, and already understand well the action…
for these reason, I will prefer something more closed to the action… and with why not a framing more wide… to keep anyway some parts empty to really understand the environment…

The way is good… you’re so near off the end… goud courage for the last step :thumbsup:


#23

At last hes done, Ill put him in the scene next, and make caers fpr smoke fire and chains, dont want to risk rendering particles and going over my time limit. Im giving myself 9 hrs for rendering.


#24

I have to agree the framing just does not do it for me. The relationship between the beast and the man looks as if they have been posed to the camera. The camera instead should be viewing the interaction between them.

B


#25

Airflow, your new version of Fenris is absolutely incredible. Especially when it took me weeks to just to do the body of the video entry counterpart - and not even come close this. No matter what, you’ll always have my respect as an artist.

I would like to point out some things to voters viewing this thread: The work you see in this thread is 100% Airflows work. Any doubt as to fenris’ head - it is Airflows work. All I constructed in the video entry was the inferior version of the body.

This is also a late entry. On the video entry, Airflow gave up the most time(yes, even Christmas and boxing day) on the project, and a fair bit of that was helping me to learn more about 3dsMax and to improve my skills. Had he not done the video entry, and gone straight for this image entry, you would definitely be seeing something gobsmacking.

Anyway, will be great to see the final image.


#26

Rob, this is coming along in leaps and bounds! nice work with the fenris body. I have to say the framing at the mo isn’t quite doing it for me either - the figures seem a bit lost in the frame, and the spear is aligned with its own shadow which makes for a diagonal that is too strong maybe. The pose of the human doesn’t have as much force as the sketch you produced with both hands on the spear - the free hand is getting a little lost as well, because its not seen in the silhouette. Keep on pushing it dude! Can’t wait to see the final!


#27

Your right, Im doing one final test for odins pose, its gonna be a mix of these two, camera half way between the images, odin more like the first image but with his head up, and slighly more sidways. fenris exactly like in the last image.


#28

:cool: keep it up mate, its looking really good …

you’ve still got some time …


#29

bottom one is a heck of alot better IMHO. Your models details will really help capture the intensity of the scene more then anything… Keep it up, its getting there : )


#30

Updates soon.


#31

Flo I’ve not looked at this since you’ve been doing it on your own, stunning work sir, Fenris looks incredible ! The last scene is definitely the better one to continue with, more dynamic look, keep it up you’ve done well :thumbsup:


#32

Next is the particles. I have the positions where I want them.
Ill do a fumefx sim for the flames eminating from fenris, should give me steam as added bonus. Also, I might add the smoke and mist below as a 2d pass.


#33

Awesome! I still feel that the camera position is taking away from actually “feeling” the characters battle in this scene as I feel to far away looking down on the action. Its a heck of alot better then the old distance of the camera and angle but I still feel too far away watching from a distance. I kinda wish it was more of an slightly looking down eye level view with the human character.

Anyways, I don’t mean to crit. Your doing a fantastic job! Good luck :slight_smile:


#34

Thankls for the crit.
With all the criteria Im trying to fulfill I think its the best solution.
I wanted to stay close to the original concept, wanted to see the span of fenris, wanted tp have odin and gungnir fully in frame, and wanted a view of the dwelling place of fenris. The Ice cave is partially built and dont extend much further than what you see, so angling the camera too much not only shows nothing, it also diminshes the commitmen that Odin is showing, hes jumping into the jaws of death, and I kinda wanted to show the drop to not only get the idea of how big fenris is but to see there is now way back for Odin.
Im rendering out another update.
I did a full res test and you definatly can see all the detail that feels like it is missing from this.


#35

Hey Airflow, good stuff going on here, but as a Norwegian, and a reader of Nordic Mythology, Odin never kills Fenris, rather the oposite. So you are kinda missing the myth there, apart from that, this is a cool image, and good use of 3D software:)

-E


#36

Suddenly this feels a bit like Ghouls’n’Ghosts somehow - bit like how Arthur leaps about and fires down at a baddie.

Also, with Fenris taking chunks out of the ice walls this is starting to become much more dynamic. Good work.


#37

Mischeviouslittleelf, if you look at the script that I did in the Video section, you will see that Odin is swallowed whole by fenris. In this image there is no conclusion, so Odin will still be swallowed whole, but thanks all the same.


#38

nice scene, the pose is really dynamic :slight_smile:
my only input is maybe you can add some motion blur and depth, but maybe you will add them later since this is still wip:)


#39

The final is currently redndering at 3k, wanted to put motion blur in,but I feel it make the image look too up to date, I kinda want it to be more fairytale, older somhow.
So Ive got a velocity pass and a zpass, Ill try out the motion blur if it works, Ill keep it.


#40

I really like the last composition… easily readable… we feel well the action now…

I will be glad to see an head more large for fenris… not ?