First off i would like to say that i am a big fan of gears of war exspecailly the alien characters that successfully combine hard surface and organic modeling in a single character. I am doing my own character right now in that kind of style. Of course zbrush is perfect for the organic aspect, but terrible in my opinion…
The protruding handle shape can be completely removed leaving a flat surface that still has the texture for the handle in the right place - including the normal map. Assuming it's been executed well, there should be no visible difference once the model is far enough away for the silhouette of the handle to be insignificant
I agree with kanga. The modeling is technically sound and this is amazing work. But the details density is to high. It's like you need something everywhere. It'a important to balance high details area with empty flat surface to make the cool details pops out. A good example of that would be this piece from Gleb Alexandrov.
Modeling looks good, the texture looks like AO is missing, its a good base material but is missing the ""texturing"" part Try add some grime to the crevices, also there is no edge definition and no macro large scale definition on the key curved surfaces Think about the highlight surfaces and how to define their shading,…
I will change the landing gear to a levitation repulse type floating technology. The spaceship will reactively stop itself from getting too close to the ground. Similar to the ship from the movie Flight of the navigator. For the design of how the floating technology works, I looked into Magnetic levitation on trains. With…
Here is the blockout In the past I always kept the polycount far too low because I try to be as efficient as possible but that always results in curved surfaces looking too angular even after baking the high poly. So I made sure the curved surfaces have enough. Once I had finished that I decided I would go a little crazy…
Your highpoly really shows some nice details. It's a shame they don't translate so well onto you low. But the reason for this is not your low polycount on your LP mesh. The reason is that most of your edges an face-angles are not optimized to bake well. Your edges should be smoother and geometry details that will be…
Looks like you have some decent progress going here. There are some details that are missing their mark or just don't seem to make sense. Once you dial these in your work should look even closer to the reference. * In close up #2, that small lever seems pretty flat in both roughness and color. I would expect this to be…
Hi there again :) I think there are two aspects to this really. First the purely technical side - as in, what is 100% required to get perfectly mathematically accurate results. This includes making sure that everything uses Mikkt, that all the triangle edges are set, and so on. It's great that this thread is going over…
Personally I feel like the diffuse overall has way too much warmth. It's almost like you finished texturing and overlaid some brown on top (no offense). The orange metal and grey metal parts could do with more hue contrast. Trying making the grey areas have a slightly cooler tinge to them, just a tiny hint of blue. You are…