Hi everyone this is a character from my new 2006 reel. This character was modeled and based off of McFarlane’s Komodo Dragon Clan Series.
[attach=46239]hwangkomododragonve6.jpg[/attach]
Hi everyone this is a character from my new 2006 reel. This character was modeled and based off of McFarlane’s Komodo Dragon Clan Series.
[attach=46239]hwangkomododragonve6.jpg[/attach]
Hey that’s pretty cool. The teeth look a little weird though. The material and color just look wrong to me. Still nice work.
Sick!
Only thing, is the first strap texture is slightly distorted, I’m guessing ya textured it from a different perspective n got some distortion.
Also some parts look slightly blurry, might be the focus on the cam though.
Looks pretty good but I agree about the teeth. Also the base of the horn looks as if the texture map is pixelated (square bumps/specular) and the horn just seems to be lacking the detail that rest of the the render does. The eye might be a bit too reflective but that maybe just me being a bit picky. Some stretching textures here and there with the back big strap being the biggest one I see. I’d also give the places that the teeth go into the flesh a bit more detail and make it look as if you have the sockets for the teeth to go into. What renderer did you use?
A great peice already but I definantly think you could do a couple of more little things to really knock it out of the park! small_orange_diamond:D Definantly a showreel piece!
Is there anyway we can see the wire and sculpt?
Black Crane - alot of people have been telling me about his teeth, and i totally agree, I should have tweaked a whole lot more before posting, thank you for the critique.
CemeteryKid - the texture distortion is from my bad u job and i think the blurriness is beacause i took the image from my reel which had DOF in it, cut out the background and placed a blurred picture in there instead, thanks alot for your comments mate.
kyphur - I ran into a problem where it seems that the actual scale of the model in Maya has a lot to do with SSS shaders since i ran into the same problem on one of my other demo reel pieces, and im sure i could have used a bigger map size for the skull. And great idea for the teeth, i kind of eyeballed where the teeth should go since they wernt in the model when i was sculpting him out in ZB, better off i should have just modeled the sockets in to the model. I used mental ray for most of my rendering and comp’ed everything in shake. Thank you for all your input, i really appreciate the ideas and critique, here are some more shots of the model.
Fun for sure.
Top Row, wow.
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey
Really nice, great rendering
Nice work andrew!!!
Excellent work. Toprow fo sho’!!
hey andrew!
-great to see something new from you.
think he looks really cool. nice design and execution. there is one thing though, that i’m so pleased about.and that is his “swim-skin” between his fingers. just dosen’t fit to the rest of the design, imo. but that is of cause a personal pref.
no matter what, it looks great.
-r
Great work! Is this a WIP or is he finished? Totally agree that with a few more tweaks this guy will knock em for six.
Kepp em coming
Looking FREAKING AWESOME!!!
although just probally the render (or me) but the teeth do look a tad bit plastic.other than that amazing
Really nice rendering! Great realism!
Aside from the teeth, the only thing I see is the blurry halo around the creature. It just makes me think “photoshopped”. But, maybe that’s just because I use it everyday…
Andrew: Beautiful work! The textures are gorgeously detailed and I’m liking the lighting a lot. The teeth seem a little too blue. Maybe yellow them up a bit? and the rear teeth need to be sunk into the gums. Also the bone helm seems a bit too shiny to be bone. Too much specular always screams “I’m CG!”.
Either way, this is top notch work and I can’t wait to see more from you…
Dickie
Wow very nice! The render is good too (bit iffy on teeth) If you keep working on it top row for sure!