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  #51  
Old 03-21-2012, 05:33 PM
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Sanguine Jackal Sanguine Jackal is offline
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Almost there... just realized how grainy he is so he will be re-rendered tonight with a higher number of samples so he looks smoother. Also might change the CoF radius to keep his face more in focus...?

Added the fill light, textured the floor.... what do you think besides the grainy?

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  #52  
Old 03-21-2012, 06:40 PM
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Flipz Flipz is offline
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Yeah that shows much more detail now with the new lighting. Definitely sort out the graineyness.

As a thought and if you have the time, the area behind him is quite a grey back ( on my monitor ) and he stands out well being a deeper black. If it's a night sky could you get a few, literally 3 or 4 stars into it, just to break up the massive dark area ?

Also the thing he's holding, is it a sword ? If you look at his tail it looks like it's sharp, like it could cut you, the thing he's holding though, it doesn't ? And toward the tip the nice curve seems to go low poly and have a corner in it rather than just being smooth.

Overall you're almost there aren't you ! Ground texture still looks slightly weak but maybe the re-render will sort that out ? And I like this shadow but it's really lacking on the nearest foot and hand that's on the ground, if you can just go in with photoshop and put something there it will give him some more weight !

Looking good though, fantastic piece to have in your portfolio !
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  #53  
Old 03-21-2012, 07:30 PM
Gnuren Gnuren is offline
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Like the new lighting a lot!
Maybe add a subtle bump map to the ground?

I second the shadow issue, but appart from that it's a great entry IMHO
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  #54  
Old 03-21-2012, 07:41 PM
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Great feedback guys, thank you! I can rotate the sky so he has more detail in it (like in that angle you didn't like, Flip). Also can play with the bump maps of the floor, I have a brick texture on there I gotta mess with more. The shadows, hmm, maybe just play with the umbra on the lights now...?

And Flip, I can smooth the sword out a bit, but at that angle it's hard to make it look sharp. It's a kopis/khopesh, which is really more like an axe, blunt on the inner curve and sharp on the outer. Maybe make it pointier?
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  #55  
Old 03-22-2012, 12:55 AM
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The sword / axe is cool on the inner edge it's the outer one I think needs to look sharper, however it might just be the way the light is falling on it.

Not sure brick is the right texture, I was expecting a sort of slightly eroded concrete / sand type stuff, dusty but uneven, not massive craters just a bit bumpy.

The sky from the one I didn't like is cool, just a bit darker maybe ?

So near now
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  #56  
Old 03-22-2012, 08:10 PM
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Okay, got the passes all rendering while I'm at work... Flip, I tried rotating the blade a little to show off the sharp edge but it just doesn't look right. The flat of the blade is what's facing the camera now.
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  #57  
Old 03-23-2012, 06:19 PM
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I think this will be my final render. I just darkened his shadow on the floor in Photoshop after rendering a Selective Shadow pass, I can post the pre-composited image when I get home.

For now... here he is!

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  #58  
Old 03-23-2012, 09:26 PM
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Yeah that looks ace, very well done
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  #59  
Old 04-22-2012, 09:59 PM
neozed neozed is offline
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Great concept and great work.
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