View Full Version : Mount Up - Fynn
im going to do a giant mounted rat
what do you guys think?
c&c are welcome
17-09-2011, 08:46 PM
you work fast.
changed the desing of the saddle
18-09-2011, 02:58 PM
the first saddle looks more stable and secure to the mount.... the second one looks like i will fall off if i sat in it. nothing really holding my weight up but that one strap then can just slide left or right. if you combine the two designs, the seat with the shoulder support it will be better.
thanks for your suggestion
i hope it is better now
18-09-2011, 04:57 PM
The seat/saddle should be up towards the shoulders, perhaps in such a way that the rider would be sitting head-first like on a sports motorbike. That would definitely help with the flow
18-09-2011, 06:20 PM
The leg armor on the hip area should be more outward facing. The body of the creature seems like it is already protecting that area. What genre is it existing in?
@Perversonality im not really sure at this moment but i think i will change the saddle design to a more stable one
@Kaiune3D i was inspired of warhammer so its from that kind of fantasy world
i also changed the position of the leg armor
19-09-2011, 03:46 PM
The pose is probably what's making it harder to work out the position of the saddle. If you move the saddle forwards and make the creature look more like it was built for speed then it will work much better
20-09-2011, 02:15 PM
Your works coming along very nicely but u could push the design more like what Perversonality said. Change the design of the saddle... it looks slow and bulky.
Look at how jockeys ride horses, their bodies kind of form around the horse to make everything very streamline.
so i changed the position a little bit
i will fix the posture of the feet soon and redo the saddle completly.
21-09-2011, 07:57 PM
The anatomy is not very ratlike...I don't know how realistic you were aiming for, but rats have much thicker waists than what you have sculpted currently. They normally widen as they go from shoulders to hips, with the hips and rear being widest and neck and head being narrowest. But good work so far! Impressive speed as well :D
thank you :D
im going for a hybrid between a human and a rat hope it makes it a little bit more 'realistic' :P
udate: and a little bit like a greyhound
21-09-2011, 08:17 PM
In that case the thin waist makes more sense...but it still transitions rather sharply!
22-09-2011, 07:34 PM
Good progress, I like the idea of a tiny goblin sitting on top of the saddle almost falling off from the speed waving his spear around in the air ;P
You show improvement sculpting-wise as well which is nice to see!
You sure work fast! its cool to see al the staps you make with you're model and hope to see you keeping this up! it will be awesome for sure.
i think i will go with this saddle and armor, hope you all like it
or any suggestions?
25-09-2011, 08:40 AM
Yeah it looks cool, but you could break up the symmetry a little bit, perhaps add a little wristguard on side, some scars on the face and a bit of the shoulder plates breaking or so?
You should also check this out for sculpting ref ;)
07-10-2011, 01:50 PM
Hi Fynn cool animal :)
like the idea of a goblin as its rider :)
but as hulahuga said try to destroy the symmetry a bit, id imagine this as what the lower classes would ride and the upper classes to have badgers or some thing that could bully the rat out the way so maybe add scars, tufts of torn fur and maybe a bite out of the ear or some thing :)
i was to busy the last weeks to work on this one but now im back :)
@ hulahuga & joshjamesh thanks for the advice
i've sculpted a littel bit without symmetry on but i think i have to add a big asymmetrical thing to the body
so any suggestions?
09-10-2011, 03:41 PM
nice sculpt :D
Are you going to add reins so the person riding it can control the beast, kind of like the ones you get on horses, heres a link to what i mean,
Also, if you want it to be less symetrical you could have some armour just down 1 shoulder and arm which he could use for defence and also shoulder barging things out the way when running :)
09-10-2011, 05:05 PM
nice stuff how about disfiguring it? such as cutting off an arm or give it some sort of mutilation or lump eg the exploding zombies in dead island
09-10-2011, 07:33 PM
fynn thats absolutely fantastic sculpting.
for the big asymmetrical thing you can make one hand steampunk weaponry
or you can add a super accurate laser pointer on a shoulder covering contraption
or you cud mount the goblins tea table on one of his shoulders but in that case dont forget to give the goblin a monocle:D
10-10-2011, 10:02 AM
Looking good Fynn. If you want more subtle ways of breaking up the symmetry you can add tassles and that kind of thing or a flag/banner and something hanging off the sides such as a pouch, bag, bedroll or tools/weapons
10-10-2011, 01:29 PM
You will probably pose your model which for the most part will break up a lot of symmetrical queues.
You just want to make sure things that go across the center line are not too obvious. Also since its a creature you can break it up with texture patterns.
Your creature looks great. Keep it up.
thanks a lot for your comments :)
yes i will model them after retopo and i think i will model another armor part just like you said
maybe... i will think about it ;)
thanks for your reply
the idea with the steampunk hand is great but i dont know if i have enough time to make it
so i think i will go with the tea table :D
youre right, but like i said i dont know how much time i can put into this before the competition is over
i hope so :D but we will see ;)
and here is a new update
hope you all like it
13-10-2011, 08:14 AM
If you are worried about time then maybe you should start on your low poly now. You can always come back to the sculpt to add small details and rebake the normal and AO maps
got the low poly and the unwrapping done
i know its not the best but its the first time that i've done a complete retopology with unwrapping so sorry for mistakes :P
26-10-2011, 02:17 PM
UVs look much better in the second one mate
normal mapping is done
here is the first testrender
the whole low poly modeling and normal mapping is done and now im currently working on the textures
dont expect to much :D its the first time that im texturing a model :P
here is an update on the textures
so what do you guys think?
the mount is done
next step is the armor
here is the final (i had problems with the shadows but i dont have time to fix it, i hope it is okey that i used the smooth mesh preview for the beauty render(if not i will upload an unsmoothed one))
it was fun to create this mount and i learned a lot by doing this
thanks a lot for these challenges ;)
1. winning shot
2. beauty shot
3. wireframe shot
4. normal/diffuse/specular map
30-10-2011, 01:42 AM
you can't use smoothing like mesh mesh or turbo smooth, they add to your polly(tri) count.
but you can use smoothing groups.
thank you i didnt know what to search for
i will upload the image when the render is done
here is a link for high res:
30-10-2011, 03:27 PM
there ya go.
one thing you may want to play with for the future, add a texture to the ground in your beauty shot. The grass looking cool and all, but the ground jumps out at you as not being done.
next time ;)
once again: thanks a lot for these challenges, next time maybe a sculpting challenge? :)
30-10-2011, 04:31 PM
Im on for that!
Dig the final, nice job pulling it through. Keep on progressing!
15-11-2011, 04:27 PM
Wow, that's a pretty neat design. I like how detailed you get with the muscles
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