Tuesday 21 August 2007

AM - Ritchie Medusa

Hey Ritchie

Good to see an update posted.

I checked out the model you sent me and it is in good condition and has the makings of a solid model. I was thinking that if you don't have much time left to rig all the snakes you could do some quick blendshapes to get them positioned, then if you need to animate/rig them later you can morph them back to their original straight pose. I would personally try and get the snakes looking all intertwined and natural before spending too much time rigging, just in case there isn't enough time to get everything completed and you get stuck with an electrocuted looking Medusa :)

Also, if you reduce the poly count on the snakes body and rely on the natural smoothness of subds you will be able to quickly position the snakes and get a look you are happy with.
I would also have all the snake heads facing the same direction similar to the ones on the back of the head. You have rotated the snakes on the top of the head to face forwards, but I would match them to the other snakes, then apply the body twist when you have rigged or are doing your blendshapes.

Looking forward to an update.

cheers
Andrew

AM - Biker Dan

Looking good as always Dan. Sounds like you've been playing around with your displacement maps a lot which is great. Don't be afraid to use bump mapping, it's obviously not a s effective as displacement but you can use it for pores if necessary.
The displacement on his face is looking a little strong and in sharp around the nose and on his cheeks. Tone it down a little and let the shader take care of the rest.
I'm not sure what your plan is for the dog, but it would be great to pose him slightly. Maybe have him leaning away from the biker, but restrained by the bikers hand on his back plate. You could even have his head turned towards the cigar with a worried expression...
Anyway, it's looking great, so keep it up...
cheers
Andrew