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Need feedback on Modeling + Zbrush

Jake42393
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Jake42393 polycounter lvl 2
In the past few months, I have been working on improving my workflow with maya modeling and I also began learning Zbrush. I know I have a lot of time to spend in order to get where I want to be, so aside from "finishing"  my pieces, (nothing is ever truly finished), I would like some feedback on where I can improve. Here is a google slides presentation on what I have recently done.
https://docs.google.com/presentation/d/1Z6UaJP3JPva4y_-kxhNFfKgBnEnHWw6FpVbjDJoGut4/pub?start=false&loop=true&delayms=5000&slide=id.g1403cb8bb2_0_56

Within Zbrush, I think i need more time messing with the tools to make rocks or other basic shapes. Once summer is started I will be able to do more in Zbrush. 

Since my F11D Blaster Rifle ( first order stormtrooper blaster ) is looking pretty bland with Mia material X shaders, i am going to UV and throw it into substance for some height maps to update my normals and better texture maps. 

Also, here is some work I am doing on a vehicle. I have heard from some people that it looks cartoonish, but I am thinking that painting it in substance painter will fix that issue. Right now my task is to finish up the UVs




any advice, tips, concerns would be really appreciated!! I feel like the back is pretty vacant in terms of the space filled, but I don't want my Low poly to go over 15k quads, Right now its at 9194 + 1600 for each Lowpoly shock. I will probably be taking some of the loops out of the Shocks to get it a bit lower still. 
Thanks for checking it out!!

heres a render, no where near finished but ya.
Im digging how the lowpoly looks almost identical to the Hipoly when the edges are softened. :D 
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