Somehow he could use a little improvement, the inner mouth area looks like it could use more depth as the bottom is at the exact same level that the teeth is. Also the snout looks a little too square even for oriental dragons and I’m sure the teeth would look better if they turned back not quite at 90 degree angles.
Also, why is there a spot in the middle of the front with the teeth entirely missing?
Could use some overhauling, but considering you look new at this with only 11 posts isn’t too bad for a beginner.
EDIT: looked at your join date, it seems like you’re not new as in totally new but it isn’t a bad start.
sculptures tend to be ‘unrealistical’ in that sense. especially chinese art including dragons or dogs or alike have often a strange look. the ‘teeth hole’ i’ve seen though in many chinese statues so far hence it’s ok in my opinion.
I haven’t put the middle teeth cause , i haven’t aply the mirror modifier yet…
If i put the middle teeth , they merge at the center to form a big-teeth , lol .
Here is the statue :
sorry for the bad shot :o .I’ll post a better one next time .
I haven’t follow exactly the model , i prefere put some of my “touch” :p:D(it’s easier too).
Now i got to work on the body wich is not the easiest part of this :eek:.
I’m not sure how to make it …:rolleyes:
diffuse texture + displacement texture is not normal-mapping. in fact disp-mapping in blender is a bit poor. you could try dupli-verts. should work well for the mesh you layed out there or if the scales are not supposed to be utterly huge a real normal-map does the trick too.
Great dragon. But I think the turns in the pose is too sharp. If you make the turns smoother it would look more organic so maybe that wouldn’t be good but you decide.
Yeah that’s the problem actualy , i think i’m gonna put more bones in the armature for a better result.
I mean i’m gonna play with bones or curv deform longer.
Plus , when i move some bones , the body goes weird , movin’ and spinin’ in strange ways .
Simply add a deform modifier and you should be all set.
I’m not sure how to do this ,haven’t find the deform (curve ???)modifier .
I know that there’s an order to put the modifier but i’ve never played with the others , just mirror and subsurf .
Can you please explain a bit more the way to do this ?
I’m really interested …
go to modifier panel, hit ‘Add Modifier’, hit ‘Armature’, enter as ‘Ob’ the name of the armature object. now the armature named influences the mesh. you can add more than one there. same goes for Curve. simply name the object. about the order it’s applied from top to bottom ( if i recall correctly ). hence simply move the modifiers around a bit if they overlap.