Greetings, all! And welcome to my workshop thread.
I have to say, I am GREATLY intimidated by the sheer amount of talent on this forum. I sincerely hope that you'll all help me scavenge what I can from my feeble attempts to join your ranks so that maybe I can get something half-decent to my name.
Drakoptera of Yama Raskav
Finished for the September Contest.
Hallowed Helm of Avernus
Finished for October Contest.
Blade of the Lost Empire
Comments, criticism and flaming accepted and encouraged. Do your worst, lads and lasses.
In my opinion if the bone head doesn't cover the whole head, it would look a bit better. I mean it just doesn't seem right on ursa. Maybe only using the jaw bone + teeth ?
Quick model for a ghost scpeter cosmetic for Pugna. I have no idea why no-one had this idea earlier, considering how similar Decrepify is to Ghost Scepter's active.
you need more edge cuts around the edges of your item. you can define how strong the edge or crease by adding a supporting loop and pushing it close to the edge. Everything looks kind of mushy like clay.
Progress on texturing this thing. Three big problems keep assaulting my brain:
1) I can't for the life of me work out how to get the padding to look less flat.
2) The big empty space on that metal belt buckle is irritating me.
and 3) The torque. Just... the torque. Not sure what to do with it though.
Replies
Could you elaborate?
Some progress shots of the Disciple of Vladimir Ursa set. Bone is a pain in the ass to do, I must say.
Bit of Medusa love. I have some ideas for a set, but that's waaaaay in the future. XD
Quick model for a ghost scpeter cosmetic for Pugna. I have no idea why no-one had this idea earlier, considering how similar Decrepify is to Ghost Scepter's active.
Progress on a sort of "ragtag adventurer" set for Meepo. Not entirely sure what's causing those shadows on the buckles.
Progress on the Meepo; highpoly and the bakes! Jsut gotta do a gradient, the colours and the rigging and he'll be workshop ready!
http://cgcookie.com/blender/2013/06/21/tips-creating-sharp-edges-modeling/
Are there any techniques I can use for bigger meshes? I'd hate to have to remodel everything all over again.
I suppose I'll just have to use the Pinch and flatten tools around the edges.
Woo, texture update! Hopefully its an improvement over my older stuff.
Beastmaster thing I'm working on whilst on break from Meepo.
BM Update. Little iffy about the headpiece, but that might just be the white hair putting me off.
Progress on texturing this thing. Three big problems keep assaulting my brain:
1) I can't for the life of me work out how to get the padding to look less flat.
2) The big empty space on that metal belt buckle is irritating me.
and 3) The torque. Just... the torque. Not sure what to do with it though.
Really quick Legion weapon I made up to keep myself from going insane due to the rigging and shader masks for Meepo and Beastmaster.