Thanks for the wonderful lack of of feedback... totally pushing me to do this. Your lack of caring just makes me stronger. Ok so i wasn't quite happy with the flow and proportions of the model, so i'm going to do a reset on the project. This is the new blockout.
Thanks Greg :) Threw together a blockout: I realized that if I have a ground cutaway showing around the edges, it could provide me with even more fun. like a lake monster under the water, or a sleeping dragon in a cave beneath the mountains, etc. :D
I tried simplifying it, but the bakes and HP wasnt good enough to get away from it. So, I just deleted everything but the blockout colors, and turned it into a whimsical diorama instead, to close this project asap :p Going to join the throne room challenge instead.
Went pretty fast from blockout to highpoly and then to texturing. Here is some further progress on the reddot. I'm still working on some small texture details, but else I'm calling this guy done soon. I'm always open for feedback and inputs. Cheers guys!
Looking good so far, seems like you got the basic proportions right. I am working on a similar scene at the moment, and I just posted my blockout too^^ Feel free to check it out. I will definitely keep an eye on this thread ;)
so, I have decided to combine the original concept with the Graffitti artist concept from THUG 2...hence we have backpacks and such. still going to work the face up properly but having a gasmask too :) A mixture of blockout and half done and such, but its getting there.
Hi , good job on the blockout so far .. you have tot take care about the scale because it's very important . and chage the camer angle to match the concept to get idea about the hole environment . :) good job , can't wait to see more
Hey guys some armour progress today with an extract blockout and some Zremesh to clean them up real quick as for my next task I will be cleaning and moving the forms around on the separate pieces attached to the suit. Feedback is always welcome as always! o/
check the alpha, channel and make sure it is white, and try useing xnormals sbm format. i do vertex colour bakes in xn from maya all the time, both for blockouts, and for baking curveature information i calculate in maya that is stored in vertex colour.
Easyyyy...just kiddin, first you should start making a blockout to get the proportions, when that is ready, start going up one time add medium details....high details....and dont forget to model them like in real life / separated objects.