Thanks for the comments! I'm hoping that as I work in to the ships (a lot of is is still blockout) and add lots of debris and destroyed sections the scale will become more apparent. I'm also going to put more trees and scale references near to it, hopefully that will help! :) Here is a little update...
Here is Blockout 1. Thrown together super quick just to get an idea of the space. I really quickly wipped up some paint fx trees to populate the scene. I haven't done anything completely final in terms of placement - more exploring the space.
BagelHero: Thanks! Isaiah Sherman: Probably not, but I like to keep the dream alive. Mushed around a kinda blobby blockout for this. Going to have to redo those shoulder pads; they look stupid as hell. Eh, whatever. I needed something to sketch over the top of anyway.
Here are more screens. Here is my workflow, i dont know waht is wrong. I learnt it on Digital Tutors. Blockout - HighPoly - LowPoly - UVunvrap LowPoly - Bake HP/LP phase - Texturing. For now i can proceed to texturing because of baking part.
Hey guys, took a little break from the helmet to do a quick blockout of the sword, I wanted to check to make sure it would fit the broadsword's footprint. Here's the result: Looks...kind of alright to me :D do you guys think it'll work?
Started work on my first full figure done for Shane's workshop. The original concept art is by Max Grecke. Here's my progress on the blockout so far. Feel like it's pretty close, the forearms are giving me trouble though. May have to redo them.
thanks a lot guys, Ultralord: yeah thats why i like it too , its gonna be harder to balance out though for a figurine that could get printed heres a quick shot of the body blockout, not sure yet how im going to approach the final cloth
Looking at the scene,what really makes this interesting is the foliage. I'd call the blockout finished and focus more on making exciting foliage; that is what is going to make or break the piece. On a completely unrelated note, this was a really well put together movie; but I absolutely hate it. haha
Seems like a cool layout. I'm assuming this is not yet in-engine...doesn't look like it. Hard to critique lighting and composition right now, doesn't feel like you have actually really set either of those up...but the blockout looks promising so far.
@Hakon_Schugyou using the zbrush blockout you have as reference for shapes, volume and scale I would make the pieces of the model using hard surface techniques. It would be much cleaner and you can re-use the geometry for the low poly, cutting down on retopology time.