Turned out nice buddy. I think my only real crit is the normal map for the face. It's too soft and doesn't provide convincing details. There should be a few sharp changes in direction at least somewhere on the face. Not totally sure where the sharpness should go, but it's reading as too baby soft with no creases at the…
To make it look more menacing think of sharp points and hard sharp edged surfaces. A forked tongue maybe interesting. The jaw also reminds me of the newer Godzilla film, which he was not to menacing in that movie either. You may want to throw a little color on it to see if the diffuse map will do the mesh any justice. Keep…
Hello again, Did some changes regarding sharp edges on some parts, also changed the screws since they were too sharp and pinched around the edges where the screwdriver goes in, changed mat to blinn so the edges are more highlighted. Next is the neck thingy that holds the drawtube Again, comments/critique very welcome
Nice sculpt you have going! :smile: One thing I notice is that the face has a lot of sharp areas too it but the rest of the body doesn't making it feel incomplete. I'd say you could add sharp edges in other areas. As for the scales I'd just add size variations within the tiling texture itself.
If you don't have a poly count restraint, I might suggest a little more bevel on the low poly for the sharp edges, especially around the beak. Those sharp edges don't really help convey the thickness of the spaced armour. That's going to require another bake tho :( Are you painting in Substance Painter? It looks really…
Great stuff here n8lugo, Your idea looks really promising + the sculpts promise an awesome, stylized outcome. Can't really comment on much yet, but give you a heads up regarding the sharpness of your meshes. Be careful not to make metal look too smooth and mushy, keep the sharpness in mind. Looking forward to the updates!
Here's some feedback, hope it's helpful but its just opinion, wouldn't say you've done anything "wrong": compared to the concept yours feels more realistic. there are a few curves in the concept that I think are pretty important. The waist (where hips meet the ribs) is a pretty sharp pinch in the concept, but yours is more…
@nordahl: Thanks for the crits. The water's actually meant to be ice. I used these concepts when deciding on making the border pretty sharp. I may soften it up a tiny bit in future but it will still be pretty sharp. I adjusted the fog colour a little. Is this what you meant? I also made the transition between snow/no snow…
are these all of your high poly objects that your showing? if so i would recommend taking some time to smooth out those sharp edges you have going on. i understand your not trying to go over the top with details, or id be saying that they look pretty bland, but sharp edges wont read all that well on any future normal maps
The plastic foregrip still has really hard edges, you should go real soft and smooth with it. also those details (the ridges with bulges to clamp rails on) on the top part of the receiver are very sharp. Remember the receiver is entirely stamped, you just can't get that sort of sharpness unless it's actually cut. just try…