The target is a third-person survival horror project in UDK.
Orthos:
I followed these religiously for the base mesh, but started favoring photo reference more when I started sculpting.
I'm pretty much a newbie with sculpting, so any crits about technique or workflow are just as welcome as anatomy/design, especially as I move forward.
I'm going to try and post some props and other stuff for critique in a couple days, as well as progress and whatever changes are recommended here.
Cheers.
Replies
Btw very nice start, it's an awesome sculpt and sketch ! :O
http://udn.epicgames.com/Three/CameraTechnicalGuide.html
I'll try to see if we can get more updates going.
Critiques on accuracy are totally welcome.
All the textures are hand-painted/baked out and made at double resolution in case we need to get really close for cutscenes or whathaveyou.
I took a short break to from character work today to build the flashlight-- I'm still struggling with getting a convincing metal finish on it, so I'll revisit that the next time I want to switch gears.
Please tell me what you think!
I agree a little with Cap Hotkill with the flash light at the front its quite bright, but then again it still looks pretty nice.
It occurs to me that you could have doubled up the UVs for the 1911's wood grips. I was going to suggest the same for the shotgun but I realized since you don't have separate (or cut-out) grip plates you may have ended up with a seam. The handguns grips however are a perfect candidate.
The guns look a little long. Is that a matter of FOV on your camera? I see that on a lot of guns on PC and figure it's often a matter of the camera.
Nonetheless, your guns look great. I've seen both of these guns close up in real life and you've absolutely captured the details.
Thanks a lot ! :poly121: never see this page before !
And great models, really like the little book and the guns, I look forward to see more work !
Thanks a lot! I put some polishing marks on the grips where the fingers would sit, but I agree that it's probably not worth the UV space, especially since it won't be visible when it's being held. I'll mirror that part, and use the free space to make the insides look better when the slide is locked back.
UDK's skeletal mesh editor does have some distortion, so that could be the culprit. Here's a side view out of max, if that helps:
Thanks for the feedback, everyone! Updates coming soon.
Looks spot on to me.
Rough draft of the coat-- going to retopo this and do versions with and without backpack straps.
Nice.