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Titanfall 2's BT-inspired arm critique (Hard-surface)

ziz
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ziz
Hey all! I'm doing some personal work and I'm looking for some feedback on my topology, modelling direction, and general art direction suggestions and critique. The asset is for games, and will be imported into Unity for rendering (maybe Unreal.)

The arm is inspired by an old render I made when I was 17, and will be similarly sticking out of the ground [Remake reference]. I'm going for an arm inspired by BT-7274 from Titanfall 2 as well.


I'm going for a full-quad topology. This is for subdivision surface modelling for the eventual high-resolution bake I plan for this in the future. I've really been trying to improve my topology. My aim for this is realism, so go nuts!

Take a look here (hand is not finished, but criticism is still welcome):
  




Replies

  • Eric Chadwick
    I would think it would show some damage, being stuck in the sand. Look up references for "abandoned machine in the desert" and the like. Not all the damage is going to be in the materials, I imagine an arm like this would show battle damage?
  • sacboi
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    sacboi godlike master sticky
    I'd also suggest looking up stuff by Thomas Didier principal lighting artist at Respawn. I mean realistic HS content I've an interest following specifically over the last couple of years, especially for those starting out imho seem to invest more effort and time in modeling / material - texture quality...etc however from my perspective tend to not always pay as much attention when lighting their subject to a similar degree, which can either 'make' or 'break' the final output.  
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