Started this little guy today after a long year away from Polycount (mostly due to working on a game hardcore). Anyways, within the last year or two I've found myself drifting toward the more realistic side of 3D, which, don't get me wrong, is a wonderful and tedious area of 3D i love!
But in that, I've found myself drifting away from hand-painted textures which I've always loved. So this project will be a refreshing little project I hope. Low to mid poly, with lots of handpainted goodness! Wish me luck. Day one work
-Original concept from a buddy over at
http://aaronhainart.blogspot.com/
-Drew up a quick front and side perspective for my own sanity
-Got a base model I'll take to zbrush tomorrow for major details and smoothing.
Wish me luck! And as always, critiques and encouraging (or discouraging) words are what this thread is for.
Replies
Progress, ready for some simple baking and painting! Weeee.
Moss is looking gloopy atm. I'm going to practice painting that a bit.
How are you going to tackle the grass on him? I think that would be key to really capture the character.
Best of luck!
Thanks so much. Likely modeled out alphas using one or two clumps of painted out moss. Totally agree, without the moss, the robot would just feel meh.
Thank you very much!
Pose is a bit static, and the helmet still isn't rendered as I would prefer, does anyone have any tips or shader know how that might give it a bit more of a illuminated glass feel?
[SKETCHFAB]f78f37b3ff614d5588d516d2cb4e5b80[/SKETCHFAB]
My first time playing with Sketchfab, and finding it a little difficult with models who use alphas to render. Stll, its getting there.