This is a “finnished half way through render”. I’'ve yet to start on a scene to put it in although i have the idea of the head being mounted on a castle or mannor wall.
I had 1 refrence, just type dragon wallpaper into google uk and its the sencond picture if its still there.
All C&C welcome (and i probably will use it) even if i dont reply.
the refrence pic is difficult to follow below the neck, ill try at some point but it’ll take months and probably a better computer (already 177,000+ verts with low subsurfacing)
update on its way,
ive changed my mind about the scene but in the mean time heres the picture thats no longer hosted on the internet
even though its my refrence im more or less ignoring it now
Everything looks great, except the eyelids. You really need to add some mesh detail and more loops there and get that to look proper. Really throwing off the other details that you have on this one.
I’m not sure if you were, in fact, planning to change the materials, but in my opinion they look too matte, and the detail looks haphazard, like it was just put on instead of planned. I’m not sure of a good way to describe it.
free_ality - thanx fot the replie, this is probably 5 minutes work for BgDM
BlackBoe - you are right about the texture as far as the shoulders, fins and arm are concerned, they are the same texture as for the head and horns (which i will be keeping)
everything is a mixture of procedural texture and vertex shader, even the eye.
im learning to use photoshop and i will be making better textures for most of the model, but in the mean time, this’ll do
mostly the crappyness of the texture is obscured by the DOF
Firstly i forgot about this for a fortnight, then…
A couple of hours messing around with the sculpt tool which i had never used before and things were looking up for the model’s arms and torso, i decided to change the head and put a bend in the neck, no problem.
Then began the nightmare that was lighting, so many possibilities and none of them looked very good. Before this point i never realised the textures’ look were heavily dependant on the lighting, at least not as much as it had proven later.
In the end i’ve compramised with this light setup (above). Oh, and i’ve worked alot on camera angle and scene aswell (below).
This next image just shows the rediculous level of verts i had in the cave mesh after i accidentaly pressed apply mesh. The process of decimating the number of verts down to a quarter of a million and converting the triangles to quads was a process that took as much time as the render is taking now.
Next update will be in about an hour when the next test big render finnishes.
And believe me, this would take me more then 5 minutes. Cause I would spend way too much time adding mesh detail. I’m just too much of a perfectionist and a pain in the ass to my own work.
They eyes are still the only issue that I see here. Take some time with that area, as it will really sell this great model if you can get it to look proper. There are lots of tutorials online for modeling eyes and eyelids. Just Google search it and you will be set.