yeah sculpt some nice details on the wood and the cannon itself. Also those three bits of wood on top look like they are just sitting there, in other words it would fall apat if fired. maybe some bolts and things to make it look more stable.
edit:
I see you already have some, maybe some old metal trims or something to make it look a bit more put together etc.
how do i have to export my cannon to zbrush i know that it is a obj file but do i have to play with the obj options to get a good mesh in zbrush.
I tried before but somehow i cant make the mesh less geometry to effectivly sculpt a wooden texture/metal.
I'm not sure what kind of reference you've used, but i've taken the liberty to construct some criticisms based on what you've got so far, and a paintover ensued :P - hope you don't mind .
Overall you're headed in the right direction, but it feels as if you've taken it into zbrush far too early - a good thing would be to step back and look at the critique you've gotten (since thats why you posted here i guess).
Smaller assets in the presentation like has been mentioned, would really help conveying its scale and mass, cannonballs etc has been pointed out.
Also get a good grasp on the materials you're working with, wood veins in general do not run like on your model.
Most parts, except for the cannon and its base/wheels, look kinda weak - they could do with some exaggerated proportions...you don't want to have rivets and bolts that look like they only pass 5cm into the wood (breaks realism).
The only other thing I can spot that's in those pictures that's different from yours is the metal arms that come off the side of the barrel and rest in the wood so it can be tilted. The picture has them much much thicker, while yours are pretty thin.
It's looking much better now that you have reworked it and added the additional support brackets and details.
I would rotate one of the wheels 30 - 40 degrees so that they do not look like an exact duplicate of one another. Also maybe add a crack/seam to show that the wheel is actually two pieces of wood that were carved to fit together. Also axel cylinders look too smoothly tapered. I would either make the edge much harder, or make them look less perfect by adding some hard edges to show where the axe/blade was struck to show striations from the manufacturing process (if they're wood, that is.)
I'd also like to see some dented corners and visible wear and tear. Right now it's too new.
Replies
edit:
I see you already have some, maybe some old metal trims or something to make it look a bit more put together etc.
I tried before but somehow i cant make the mesh less geometry to effectivly sculpt a wooden texture/metal.
worked on the wood part
Overall you're headed in the right direction, but it feels as if you've taken it into zbrush far too early - a good thing would be to step back and look at the critique you've gotten (since thats why you posted here i guess).
Smaller assets in the presentation like has been mentioned, would really help conveying its scale and mass, cannonballs etc has been pointed out.
Also get a good grasp on the materials you're working with, wood veins in general do not run like on your model.
Most parts, except for the cannon and its base/wheels, look kinda weak - they could do with some exaggerated proportions...you don't want to have rivets and bolts that look like they only pass 5cm into the wood (breaks realism).
Helps a lot
Detailing will be in Zbrush.
Other than that, it's looking pretty good.
I would rotate one of the wheels 30 - 40 degrees so that they do not look like an exact duplicate of one another. Also maybe add a crack/seam to show that the wheel is actually two pieces of wood that were carved to fit together. Also axel cylinders look too smoothly tapered. I would either make the edge much harder, or make them look less perfect by adding some hard edges to show where the axe/blade was struck to show striations from the manufacturing process (if they're wood, that is.)
I'd also like to see some dented corners and visible wear and tear. Right now it's too new.