well right now it seems like the eyes are facing outwards so i'd better rotate em a bit inwards, dunno is crosseyed is the word for both directions, right now it appears like the if you draw a line from the eye to it's "target" that they would never cross
Here's the base mesh for my current Ogreish Mutant dude. Still need to finish the head and lower legs, and fix a few topology quirks and then its off to Zbrush for the high poly. Let me know what you guys think so far...
Posted this in my sketchbook but seeing as none one posts in that I might as well put it here for crtis.
A few inaccuracies: The ejection port is too short (heightwise), the indent below the ejection port on the lower receiver seems too big and shaped wrong, the trigger guard is too thin, the stock's edges are too hard, the end of the gas tube (thing above barrel in front of foregrip) shouldn't be rounded like that, the foregrip should connect to the lower receiver better (on the bottom of it), the bottom of the receiver should be flat with rounded edges, not curved as you have it modeled, and could you show a picture of the back as well?
There are more inaccuracies, but those are the main ones, I think.
well right now it seems like the eyes are facing outwards so i'd better rotate em a bit inwards, dunno is crosseyed is the word for both directions, right now it appears like the if you draw a line from the eye to it's "target" that they would never cross
I keep tweaking the proportions but for some reason the hips/legs won't stop bothering me. Pretty happy with the upper body though (except for the obvious lack of a head) Someone please give it a paintover or critique the hell out of it or something so I can figure out whats frustrating me
A few inaccuracies: The ejection port is too short (heightwise), the indent below the ejection port on the lower receiver seems too big and shaped wrong, the trigger guard is too thin, the stock's edges are too hard, the end of the gas tube (thing above barrel in front of foregrip) shouldn't be rounded like that, the foregrip should connect to the lower receiver better (on the bottom of it), the bottom of the receiver should be flat with rounded edges, not curved as you have it modeled, and could you show a picture of the back as well?
There are more inaccuracies, but those are the main ones, I think.
WOW thanks this really helps. I will certainly go back and look into these. About the gas tube I couldn't really find any good ref shots of it so I kinda guessed (will go do some more research).
Also Harry now that I look back at the front sight it is all types of wrong.
warby: I think it looks chaotic enough, but with everything overlapping weirdly, and a lot of action going on, Its hard to see what is where.
like the light blue area, I thought it was a cave entrance with a floor and everything, but now it looks like there isn't a floor until a ways back, but its still confusing because I don't know how far back, or in what relation to everything else it is.
Really love the angular buildings and how you framed the doorway with the lava flows, good art style:)
first ingame texturetest, not much, just some colors and the bake layered together, did a bit more work on the face, still quite some stuff to do
@adam: yeah definitely kinda creepy, also i think the pores on the forehead are looking way too huge, also the difference between the white areas and the pink ones might be a bit too large, looks almostz like makeup in some areas
Thanks for the crits, Neox. I was trying to make the skin a little more interesting for the viewer, hence the exaggerated splotches, freckles, and pores, but perhaps I got a bit too carried away. I'm not skilled enough to achieve proper realism, so I'm veering a little more towards hyperrealism at the moment.
Great work on the Airborn character, by the way. Lots of personality.
oh right i forgot to mention, doe anyone have any suggestions for the texturing? i really dont wanna overdo it and make it loose the semi-cartoony look but i'm honestly running out of ideas
first of all i'd say increase the saturation, and after that work on the shader or use another one, that death looking shade to black really doesn't help the piece, well and give him an eye texture
Replies
548 TRIS
and
honestly not sure what youre talking about
I spotted a long edge in your basemesh :
I appreciate the paintover though, sometimes I forget the little things
A few inaccuracies: The ejection port is too short (heightwise), the indent below the ejection port on the lower receiver seems too big and shaped wrong, the trigger guard is too thin, the stock's edges are too hard, the end of the gas tube (thing above barrel in front of foregrip) shouldn't be rounded like that, the foregrip should connect to the lower receiver better (on the bottom of it), the bottom of the receiver should be flat with rounded edges, not curved as you have it modeled, and could you show a picture of the back as well?
There are more inaccuracies, but those are the main ones, I think.
Edit: Sorry for the utterly terrible gif lol
The English term is "Walleyed" or "Wall Eyed"
i try to remember that, thank you
think of someone standing in a valley and looking at the built up earh all around them... in all directions, to their sides particularly
theyre in a valley, "valleyed" - being a kraut you could remember walleyed that way
ugh that was a horribly stretched accent dependant shitty pun
WOW thanks this really helps. I will certainly go back and look into these. About the gas tube I couldn't really find any good ref shots of it so I kinda guessed (will go do some more research).
Also Harry now that I look back at the front sight it is all types of wrong.
like the light blue area, I thought it was a cave entrance with a floor and everything, but now it looks like there isn't a floor until a ways back, but its still confusing because I don't know how far back, or in what relation to everything else it is.
Really love the angular buildings and how you framed the doorway with the lava flows, good art style:)
its a wip, nahimsaying?
Skin study:
thats creeping me out :poly122:
first ingame texturetest, not much, just some colors and the bake layered together, did a bit more work on the face, still quite some stuff to do
@adam: yeah definitely kinda creepy, also i think the pores on the forehead are looking way too huge, also the difference between the white areas and the pink ones might be a bit too large, looks almostz like makeup in some areas
HAHA Cosmo Harry! rad game.
Great work on the Airborn character, by the way. Lots of personality.
Sculpted some:
Adam - Creepy awesome! Love the skin.
looking fantastic!
Will be nice to see him in an environment, with natural lighting.
edit:
actually, Pi
this one needs definitely more polishing
I think i speak for everyone when i say it's the best game ever