I made this render for our little 4 hour spanish contest at http://microcontest.catarsys.com/foros/viewtopic.php?p=94#94.
Actually, the model needs more and more tweaking: sculpt torso details, make a decent UV unwrapping, and make some textures to apply to different parameters (diffuse, disp, spec…) to enhace material.
Rendered with Yafray in 18 minutes with next parameters:
AA passes: 1
AA samples: 16
Full mode/Best quality
HDRI lighting enhaced with spot light and point light (fill light)
Due to some people took me for a lier :-|, I decided to post some views more and the wires. Here you can see the fatal errors of the model, especially the on UV stuff…
The model itself looks very realistic, but the overall scene is a bit weird. The lighting isn’t very realistic and the black and white background doesn’t fit there IMO.
Anyway, good job.
-IS-
Texturing is very well done, except for the stretching that you pointed out.
The lightins is excellent to. But with that, it does not match the background lighting at all. Your BG image seems to have very low intensity light. The seahorse has a brilliant highlight on it, which throws it off in the scene. If your BG was brighter, I would say it would be perfect, but it should be lit a lot less.
I’m agree with the weirdness of the background, it results strange.
Actually I added the background in the postproduction phase (GIMP) for a simple design question, however people seems confused. The real purpuse was the model (I should spare the background), not a scene…Anyway, was my fault
The UV mapping session was a disaster: initially, I tried to use the new LSCM UVunwrap feature, but I made something wrong because the mesh looked strange.
Finally, I opted for a UV mapping “From window” with both profiles of the model but as you can see, a stretched ugly texture appeared in the center of the model.