Born in Montreal Quebec from an Irish mother and an Egytian father. I've been a soldier (West Bank, Golan Heights '79 with UN), been a teacher (computer graphic arts), been a carpenter (custom made kitchen cabinets and furniture), and Graphic Designer. I am currently a Highschool/Primary school English teacher. Hopefully my last career. You can write to me in: English, French or Portuguese.
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Comments (9)
killerkane
I dont know about critiques my friend, but i really think you are too hard on yourself... i like it. i think it looks pretty darn good.
Porthos
This is spectacular, that is some fantastic modelling - the metal is awesome - BRAVO!!! Looking forward to it's release! :)
Rodma_Hu
Thanks for your interesting post. Metallics are a mystery to me. However, I might suggest exploration of hair simulation for the tail. That's kinda fun. Anyway, thanks for not using ZB on the model. Nice work.
TheAnimaGemini
I really have no critic here. Great work.
chimera46
I think it looks great, I wish I knew how to do materials properly in 3DS, so I could have some advice for you. In any event, best of luck with it!
Kartika
Nice!
FS
Great render!!!Brilliant work!!!
DukeNukem2005
Very beautiful, remarkable and very interesting work of art!
TomPhillips
Very nice model, the plume looks fantastic. I love the 'Hammered' look but I'm tempted to agree with you that it does look a little shiny although I'm not sure if that's what you mean by "too reflective". It could mean that you'd like to see more of the colour underneath, which you can achieve by making the reflection colour grey instead of white or better still put a Fall-off map in the refl. channel and set it to fresnel(If you find that this is too dull in the centre increase the IOR in the Mode Specific Params). Or, it could mean that the reflections are too clear, not blurred at all. This would probably be more difficult to solve convincingly with the scanline renderer as it doesn't do blurred reflections. One thing you could try though is editing the bump map you used, assuming it's a procedural map. Place a small sized fractal noise map in both slots, in the white slot make it white and light grey and in the black slot make it black and dark grey. This should further break up the reflections but it will still follow the the pits and ridges of the map you've got. I hope you find something you feel is right. The model certainly justifies you being satisfied with the results.