Art: Fantasy creature: some poses

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  1. #1
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    Fantasy creature: some poses

    So I posted a thread on this fooorever ago, and rather than dig it up, im just making a new one. I can do that, im the moderator.

    So on to the art



    older version of the texture, but it shows off differnt angles.



    http://www.poopinmymouth.com/3d/dragon_body_tex.jpg

    http://www.poopinmymouth.com/3d/dragon_head_tex.jpg

    its about 2967 triangles.

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  3. #2
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    this is really cool.
    for what game?
    or are you already working on a game?

    Do you know the muffinman?

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  4. #3
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    this is awesome. What kind of lighting do you set up to display your models ?
    Is there something wrong with the alpha of the mane on the first pic ? Anyway, this is awesome I wish I knew how to do that

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  5. #4
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    well actually their is no lighting on the model itself, i have the texture set to full bright. all of that is hand painted goodness.

    the lighting for the base is a simple shadow casting spotlight and a skylight with global illumination turned on in max's renderer.

    muffin, it was for fun but hopefully ill get it into ut someday as a vehicle.

    yes right now i work on dark age of camelot for mythic entertainment. if you check my signature, you can see.

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  6. #5
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    I saw this over at polycount too, cool stuff.

    I would like to see a scaled version too, maybe you would let me rape it with a sdk?

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  7. #6
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    Cool! Awesome creature!
    Just one thing, the tail on the first picture looks like broken,
    there are two humps on it but just my opinion. Anyway it's really cool!

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  8. #7
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    Cooool

    Hey Poop,

    I like the design. What I especially like is the color contrast between the yellows of the flesh and the blues og the armor.

    One thing does bother me though - the head looks unnatural and toy like. Largly I think this is due to the obvious mirrored construction. There is a flat and continuous plane running down the center of the head, around the muzzle and presumable under the jaw as well. I would sugest you either curve it out more or curve it in - even better do both and get a more interesting frontal cross section.

    Another thing - if you ar using advanced lighting in max for the global illumination, I woudl suggest turning off adaptive undersampling if it is not already, and raise your filter sizes and rays/sample settings. I think this might get rid of the splocthy grainyness of the shadows.

    B

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