Hello everyone, I am making this thread in order to have a place to store most of my work as I learn 3D. Any critique available, whether it be good or bad, is always welcomed and highly appreciated.
I am currently learning High-Poly modeling techniques and sculpting assets in Zbrush.
The axes lack some imperfections.
Like chipped away pieces of metal, scratches,...
But appart from that they look good, I don't see any pinching or other weird stuff.
Also High poly stuff is looking pretty tidy, especially the axes. I agree with elias though you should look at adding more detail like damage, imperfections. Make them look a bit used or like a blacksmith crudely bashed one out.
The axes lack some imperfections.
Like chipped away pieces of metal, scratches,...
But appart from that they look good, I don't see any pinching or other weird stuff.
Yeah, I noticed that. I do plan to go back to them individually and taking them further like sculpting, baking, texturing, etc. But for now, I just wanted to try my hand at modeling them plain.
Starting on a new study I guess. I am going to try to create this asset based from the game Halo 4.
I started off with a very rough block-out. No where near done at the moment. I am going to try a paint-over to lock down the ideas I want before advancing any further. I am still playing around with the proportions, so those aren't set in stone just yet.
Trying to work on this whenever I have time. Pushing the blockout even further before I actually dive into the details. Parts colored in white still need to be worked on. Also, a few pieces are missing that I plan to add later on.
Currently working on a piece that is heavily based on high-poly modeling techniques. I am doing this more out of casual practice than anything. UNSC Pump put on hold for now.
This is a re-post from my latest piece from the Weekly Hard Surface Challenge. Please provide critiques whenever possible. I am always looking to improve.
Replies
http://www.scriptspot.com/3ds-max/scripts/loop-regularizer
I use it every time when edgeloop needs to be a perfect circle
Like chipped away pieces of metal, scratches,...
But appart from that they look good, I don't see any pinching or other weird stuff.
Thanks for sharing, that will be sooo useful!
Great stuff wulf, keep it up!
Also High poly stuff is looking pretty tidy, especially the axes. I agree with elias though you should look at adding more detail like damage, imperfections. Make them look a bit used or like a blacksmith crudely bashed one out.
Yeah, I noticed that. I do plan to go back to them individually and taking them further like sculpting, baking, texturing, etc. But for now, I just wanted to try my hand at modeling them plain.
Thanks for the advice though!
I started off with a very rough block-out. No where near done at the moment. I am going to try a paint-over to lock down the ideas I want before advancing any further. I am still playing around with the proportions, so those aren't set in stone just yet.
Reference:
Where I am at so far: