hey there! bart asked me to contribute to the great collection of blendernation headers… and since my older images wouldn’t fit into the narrow template i used my weekend to make a new one
sorry, it has quite a few quirks… wasn’t exactly meant to work at a larger res than 780x100 px!
You really use a verry nice skin shader on your “reptile” characters. And the blue aura is really subtle and allmost tactile, mmm really good.
Maybe only crit would be the too human eye. But then again he allmost is human…
Great work! If you’re looking for critique, I’m not entirely sure about his left hand. The pose of the fingers seems a bit off. I don’t really feel qualified to give many critiques, though. This is a fantastic piece of work! It looks good at Blendernation, too.
thank you very much for your comments!
sorry for being so inactive on these forums lately, i’m very busy with university and stuff.
Cyborg Dragon: thanks! sadly enough it’s indeed possible…
i don’t really consider this high-quality work :no: but for the time being,
it’s gotta be enough… still learning.
snelleeddy: the human eye would be me being too lazy… i just took my standard eye
mesh (derived/improved version of the eyes we used for proog and emo)… actually,
now that you mention it, it would have been cool to do something more interesting…
maybe for the next one!
Super Wu-Man: hey, thanks a bunch! i’m actually working on a larger movie project
atm, but without any characters. but maybe some day i’ll drag those old rusty character
meshes out of the basement and make an animation… we’ll see!
yup, it’s a slightly different version from that on blendernation, and the size makes a
difference too (losing a lot of details and such)… as i was going from 3000x800
(rendered version+cropping and stuff) to 700x100 (blendernation version)
Alex_G: thank you. this brings up two interesting questions: 1) is there actually a “best”
work of mine as they’re pretty much all average and 2) does one always have to top
everything they’ve done before?
kramer3d: bang! i decided to act against all probabilities and answer this one!
actually there is no “texturing” as such… since i had no time to make a proper UV map,
everything is rendered in different procedual texture layers (just shadeless black and
white intensity values), a musgrave pass, a Voronoi pass and a Crackle pass… then
they are screened slightly on top of the raw shaded version in gimp. as finishing
touches i erased the parts i didnt need and painted additional details on top.
quick and cheesy, but it does the job! and no, i’m not planning to do the same for
animations :eek:
Clean3D: of course you’re qualified! and yes, the hand pose is weird somehow.
to my defense i could also claim that he’s in a weird spell casting pose!
but feel free to blame it on lack of time and rigging skills