Nice ornament. But you are subdivide model too fast. Try to block big elements at first and keep them as low poly as possible, after that you can add small details like ornaments. scratches etc.
I think his neck needs some more love. It looks like he is jutting his head or jaw out. maybe bring his jaw down a tad further? Nice work so far (: Very clean lookinng
Very clean execution. I think his arms and legs could use some beefing up. His legs look about as wide as his head in the concept. I like the texturing you've done. It wouldn't hurt to get some grime on him. Scratch up the metal and dirty him up. Make him look like he's seen the battlefield.
thank you Anoif,
legs look slim indeed, i ll definitely add grime on him,
what really troubled me is this: the character looks epic and beautiful, however in reality and also animated game environment i think the armors around his legs and arms makes him impossible to move, and his shoulder pad was really tough call to design, as i changed my mind along the way, i really hope i could come up up with good design and stay within the characters lines
here is lowpoly, i was aiming for a 12K character, but 14.000 is ok, right?
the weapon is 3.700 which is almost a quarter of the character, i felt to better keep some parts higher than usual since there are no hard limits
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legs look slim indeed, i ll definitely add grime on him,
what really troubled me is this: the character looks epic and beautiful, however in reality and also animated game environment i think the armors around his legs and arms makes him impossible to move, and his shoulder pad was really tough call to design, as i changed my mind along the way, i really hope i could come up up with good design and stay within the characters lines
i tend to keep changing proportions until i find right one. that slows me down
the weapon is 3.700 which is almost a quarter of the character, i felt to better keep some parts higher than usual since there are no hard limits