Would you be able to post a Wireframe shot without the subdivision? Personally I've never done anything quite as intense as this and I'm curious as to the topology.
it looks cool, but in my opinion you could try to have some more organic shapes like the spider mech on the reference, they are hard to do , and are the best way to practise Hard surface modeling , right now the model feels very angular and a tad boring , it has lots of details , but thats because you have very simple shapes as the low frequency volumes.
I hope you dont think im raining on your parade, but i think you have the potential to do something cool and out of your confort zone as it shows you can handle Hard surface modeling, lots of artists are kinda "afraid" to try those shapes since they are harder and prefer to do "confortable" controled straight angular shapes, even if its filled with details.
Take a look at Tor Frick work for example : http://www.torfrick.com/ , nice clean controled shapes non riddled with details, the "big" shapes are interesting.
Im not an HS guru like some polycounters here, so take it with a grain of salt !
it looks cool, but in my opinion you could try to have some more organic shapes like the spider mech on the reference, they are hard to do , and are the best way to practise Hard surface modeling , right now the model feels very angular and a tad boring , it has lots of details , but thats because you have very simple shapes as the low frequency volumes.
I hope you dont think im raining on your parade, but i think you have the potential to do something cool and out of your confort zone as it shows you can handle Hard surface modeling, lots of artists are kinda "afraid" to try those shapes since they are harder and prefer to do "confortable" controled straight angular shapes, even if its filled with details.
Take a look at Tor Frick work for example : http://www.torfrick.com/ , nice clean controled shapes non riddled with details, the "big" shapes are interesting.
Im not an HS guru like some polycounters here, so take it with a grain of salt !
Replies
Slosh: Thanks!
Would you be able to post a Wireframe shot without the subdivision? Personally I've never done anything quite as intense as this and I'm curious as to the topology.
Dan:
Here's some wireframes with the subdivisions off.
Thanks!
Finished the low poly and the bakes and have begun the texture process. Laying out my base color and variations.
Let me know what you think!
This looks like new Metal Gear. MGS6 confirmed.
I hope you dont think im raining on your parade, but i think you have the potential to do something cool and out of your confort zone as it shows you can handle Hard surface modeling, lots of artists are kinda "afraid" to try those shapes since they are harder and prefer to do "confortable" controled straight angular shapes, even if its filled with details.
Take a look at Tor Frick work for example : http://www.torfrick.com/ , nice clean controled shapes non riddled with details, the "big" shapes are interesting.
Im not an HS guru like some polycounters here, so take it with a grain of salt !
Not at all, thanks!
Aforementioned, still looking ******* awesome!