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ginsengavenger

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Posts posted by ginsengavenger

  1. hmmm those teeth. i think you could get away with just an alpha tex, and save a LOT of polies. also they're so thin and sparse.. that's not really how teeth grow, even when they are sharp and nasty and interleave when the mouth is closed, they tend to be pretty closely grouped and densely packed at the gum. if you really want to individually articulate the teeth like that i would 1) use fewer polies ;x and 2) expand the bases so they come closer to meeting each other. right now they look more like a comb.

    the texture is good. i would work on making the various regions of skin and flesh more distinct and interesting. as it is now it's so consistent, when you can look at a good dragon illustration or pictures of real wildlife and see all kinds of local variation.. you know, differing kinds of scales or flesh. (not just lava splotches ;)

  2. can i post something that's not a hat~

    heron01.480.jpg

    was just messing around while i was waiting for thrik's nintendo vid to load.. i find these birds so graceful, i might try to do some modeling or something. i'm sure it's very wrong anatomically, i was uh... "winging it"

  3. i don't agree with arguments that 10 hours for a game is too short (not just BG&E, max payne games etc)

    i just don't get it, maybe it's because i'm older and have a full time job, to put 10 hours into a game is pretty big ¬¬

    agreed. when a game is good but doesn't drag on forever it really feels like a mercy to me.

  4. http://www.artificialstudios.com/compare.php

    Very impressive game engine!

    I guess Source is the weakest of all these engines, but HL2 is the probably the best looking game so far...

    Indeed; I think it's been shown time and again that no matter the technical capabilities of an engine, strong art is much more important. Can't wait for metronome~~

    And of course they're going to neglect their weaknesses in their marketing material ;) We've yet to see how scalable or efficient it could be. Considering they're putting themselves on par with unreal3 I'm guessing not very, but who knows.

    I chuckled at this point: "Significant Ongoing Development" ... that just means "It's not shippable yet" ;p

  5. Now that's a good wing reference. Look how it's drawn, it actually resembles a limb which has evolved into a wing. See how it has a strong shoulder with muscles tying in to the entire upper torso, an articulate elbow and the 'fingers' have evolved into the ribs of the wing. See how the terminal claws do look like a final joint of a finger with a *claw*, not just a spike protruding from a fleshy cylinder. that's what you should be shooting for--a strong anatomical sense of what underlies the evolution of the dragon's wing, and what it would take to actually make it a functional appendage for propelling the dragon through the air.

    What you have looks like it would function more like a butterfly wing than a bat's or a bird's, just flapping straight up and down without the dynamics you see in higher animals.

    I dunno you're probably too far along in development if you're already skinning it, but this is what i would look for in a dragon model :)

  6. good. I think what you need to start focusing on when you draw is the shading and rendering---that's what will make a drawing come to life. What you're doing with these is looking at the shapes and drawing only their outlines, when in reality nothing is actually outlined; things are defined by their interactions with light.

    *on preview: what daan said. and daan: the scribbling makes it look rushed and crude. when you want to hatch, use a felt tip and patiently draw each line ;)

  7. Pretty good altogether, it's got a kinda cartoony feel to it. I think that if you want a really *impressive* beast you should build it to more... substantial proportions. Particularly I'm looking at the wing "shoulder"--this should be the biggest mass of muscle and strength in the creature imo, and it should extend up into the wing. Also now it's just kind of sticking straight out of the back and doesn't seem to relate to the shoulder or the other masses in the area, and the hook thing in the middle looks disproportionate as well.

    Also I'm no animator but if this is meant to animate (or at least look like it's meant to animate, if you're showing it as a portfolio piece) I think you'll want more polies in the joints. As far as budget goes, you may be spending more in the head than you really need to. Give us some closeups? :]

    Man this makes me want to kick back into modeling.

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