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Gnomish Defense Platform

A new tower I'm making. Comments critiques much appreciated.

gnometower_wip_2.jpg

Replies

  • chrisradsby
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    chrisradsby polycounter lvl 15
    Looks nice, show us the the texture sheet, it feels like you could create a tiling metalplate texture and use it for the whole building. mainly because you got so much other stuff going on on the model it won't feel too tiled. Keep it up , it's always nice to see more handpainted stuff.
  • Proxzee
    Thats a good idea. That means I wont have to paint the bottom parts and save some time. I can use that space for something else.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Looks like it'd benefit from some vertex colouring, particularly if you're going to start using tiles textures.
  • Lissner
    maybe add a AO map?... i think it willm look nicer with more dark colour in it.

    btw i like it :)
  • Tom Ellis
    I love the design, and the texture is certainly showing some promise.

    I do have a little suggestion though;

    If it's a 'defense' platform. I think there needs to be at least one huge gun, otherwise there won't be a whole lot of defending going on. It looks more like a 'detection' station now. I can't tell if that red thing on your model is a gun, if it is, try making it more gun like or add some stuff that is clearly offensive.

    Also, the scale looks a little funny. The doors are much smaller than the windows, and by comparison, the entry ramp is huuuge. You could probably fix this just by scaling down the ramp and scaling up the doors a little.
  • Proxzee
    Thanks for the feedback dudes. The big yellow thing on the top is a kinda stout cannon. The red thing is a rocket held by a mechanical arm. Great suggestions. I've recieved comments on the thing being too bright too. Ill adjust the colors so the value ranged is wider. I'll add more weaponry after i get the thing more textured.

    Im still figuring out props.
  • haikai
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    haikai polycounter lvl 8
    Looks great so far. I think you've got the gnomish look down pretty well.

    Perhaps it could benefit with an overall painted lighting pass. It's looking very flat-shaded/full-bright at the moment (because it is), so maybe a stronger indication of light direction would help ground things. I have no idea if that's the right way to do things on environments and props, but I see it often in diffuse painted character work.
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