I made a siege weapon over the weekend and I wanted to make it have a tortoise inspired theme. This is what came of it!
Here's the first pass. Things That I plan to go back and do are:
Add some spokes to the wheels.
Change the color of the shell, it's all a bit too brown between the shell and the wood.
Make the head look more metal.
I'd love some critiques.
Now that I look at it I'm not too happy with the trident launching arm. Anyone got an idea how to improve it?
Replies
http://aliceandthetextures.blogspot.co.uk/
@ScottMichaelH I've spent a few hours on the textures (3-5hours). I'd say I'm a bit below average. Thank you for the link it gives a good idea of what to shoot for. When you say levels of detail are you referring to pushing my diffuse (pushing shadows and highlights, adding dirt) or to add normal and specular maps?
I don't have a great eye for hand painted textures but I really want to learn, could you point out something particular to give me an idea of what you mean?
Go in the direction you want to go in. Pick a style, know what you are trying to accomplish, etc. Then do that to the best of your ability.
I agree with the others, polish your texture a little bit more and please give your tortapult turtle grenades
And by request I made a turtle-bomb. It's simple so let me know what you think!
I really think going to back to sketches and thumbnails would be best, so you can tackle this with a better design.
Shells as wheel caps. Turtle bombs as simply turtle shells stuffed with dynamite. I'm not buying it.
I'm assuming this is just a personal project, so hopefully you have all the time in most of the world to get this done to tip top form. I really encourage you, if you're committed to this idea, to go back to concepting out what this tortapul can look like.
It also could do with the fact that you're showing screencaps of what looks like directly from 3d Studio Max's preview viewport, which IMO does not do a real-time model's textures justice at all. Not to mention the colors might actually look different in something like marmoset or unreal due to the whole sRGB/rgb thing of doom in Max.