because of all the funky errors on the edges I'd like to refrain from saying anything before you post a wireframe of the mesh before subdivision :poly121:
If this is your hi-res version, I'd smooth out some of those curves. You may be intending for it to look metallic and sharp, but it is coming of as lacking the necessary divisions. If you ARE trying to go for that chiseled metal look, try going from soft curves into hard curves. If you avoid going from hard curve to hard curve, I think it will look more like the intentional design and less like modeling errors.
If that doesn't make any sense or you need an example, let me know. I can explain things poorly sometimes
Besides that, I like what you have so far. It reminds me alot of Link's shield, but that may not be a good thing based on your concept
If this is your hi-res version, I'd smooth out some of those curves. You may be intending for it to look metallic and sharp, but it is coming of as lacking the necessary divisions. If you ARE trying to go for that chiseled metal look, try going from soft curves into hard curves. If you avoid going from hard curve to hard curve, I think it will look more like the intentional design and less like modeling errors.
If that doesn't make any sense or you need an example, let me know. I can explain things poorly sometimes
Besides that, I like what you have so far. It reminds me alot of Link's shield, but that may not be a good thing based on your concept
Thank you so much for your feedback
I've rounded up the curves ^_^
nice. tbh if your going to show it in unreal. either set it up in a more neutral backdrop.. so nothing distracts from it.. OR put more effort into picking better environment textures.. the unreal engine makes it easy for you.. so dont let yourself down
It looks good, I would have used more depth though. The reference looks like it would have been a great candidate for sculpting in something like 3D-Coat.
Replies
If that doesn't make any sense or you need an example, let me know. I can explain things poorly sometimes
Besides that, I like what you have so far. It reminds me alot of Link's shield, but that may not be a good thing based on your concept
low poly model & UV
Thank you so much for your feedback
I've rounded up the curves ^_^
Materials in unreal
Render with Light,
I still have to offset (re-texture) the ground and wall planes