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Author Topic: K_Everett Lighting Kirin(Videogame Character Recreation Project)  (Read 176 times)

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K_Everett Lighting Kirin(Videogame Character Recreation Project)
« on: November 10, 2015, 09:28:02 am »

What I do like about it is my high-rez version(shown above) because I took the time to add subtle muscle detail to the body. What I don't like is how the details projected onto the low-rez(shown below) model. I don't know what happened but I do know it has something to do with the uvs and how they glitched after I laid them out. But next time I'll just sculpt and re-topologize in zbrush instead of modeling a base and unwrapping my uvs in Maya. It was fun to work with hair cards for the first time and I  think this project will prepare me for the final. The Low Rez base is 8278 tris :)
« Last Edit: November 10, 2015, 10:17:06 am by K_Everett »
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I love the Look of the HI-Res and really respect how well you've recreated the look and feel of the concept art, nearly perfectly.
You're placement of muscle and (Scale?) detail really brings an extra layer of organic life to the piece.
You can't not get better at something if you do it everyday.




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Overall I'm super impressed with it all! The hair cards ended up looking really good, and I really like your texture detail.
// don't fall in love with the moment and think you're in love with the girl //

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The model of the Kirin is very impressive, not just the details, but the shape and look of the creature as well.
The scale texture makes the Kirin very organic
The model is close to the concept art
Because the artwork in general is so well done, this critique are such little things to be aware of....
The body shape of the Kirin could be a little more sleeker
Although the hairs of the Kirin is model great, it still has a bit of a geometric feel
The Journey of Art is often the road less taken, maybe a lot more bumpy, but has its treasure on the other side.

 

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