A quick pose and render, demonstrating the character rig Ive been working on. Also wanted to demonstrate his easy transition onto his hind feet, when/if he feels like standing up ^_~
To all light lovers, no light was actually lit and/or harmed in the making of this render. Hehe...
To all light lovers, no light was actually lit and/or harmed in the making of this render. Hehe...
Category Artwork (Digital) / Animal related (non-anthro)
Species Western Dragon
Size 640 x 1024px
File Size 44.8 kB
Well practice makes perfect... but to get an edge, you need to grill quad modeling and edgeloop modeling techniques into your head. They provide the best base for creating characters that can animate, as well as characters that can be mesh smoothed without having artifacts that pop up.
Learning form and contour are mane things people first have issues with when they start learning. For example people may beable to model something so its perfect from a front view, but soon as you turn it, you realize it is not formed correctly in others..
Creatures generally arnt boxy, unless its a Haminal :p
Learning form and contour are mane things people first have issues with when they start learning. For example people may beable to model something so its perfect from a front view, but soon as you turn it, you realize it is not formed correctly in others..
Creatures generally arnt boxy, unless its a Haminal :p
No, its all polygons, though I did do one iteration of smooth on it. To keep them smooth, you just need to make sure you use quads, otherwise you will get spokes or points in the mesh... to keep it detailed while being smoothed you use edgeloop modeling, to keep things flowing and defining..
Nurbs are awsome for being smooth, but it can be a pain stitching elements together, and its just used for game models... which this piece could be used for (well when its unsmothed)
Nurbs are awsome for being smooth, but it can be a pain stitching elements together, and its just used for game models... which this piece could be used for (well when its unsmothed)
Honestly, there isnt any light besides the default render light XD I just put a gradient behind him and came up with a snazzy title... Yes the material really washes out the muscle form easily visible on here.. Its the problem with 3d procedural textures is they wrap around so smoothly... I probably ought to render some special composite lairs to boost that subtle shading more in the future :)
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