The Base mesh looks a lot better than the sculpted version...that says a lot... Look at yourself naked in the mirror, the chest NEVER crosses over the front delts. The deltoids strech out form the collar bone into the humerus. Even if it is stylized, doing it right is what counts.
Penis's increase views here at polycount, everyone knows that Looking forward to this, sick base so far and love the concept :thumbup: I think I agree the shoulder pads seem a bit more slender in the concept, not sure if you're stylizing it up a bit tho.
last one is ace. You have very bold stylized shapes in your work that seem to come really naturally, you do an awesome job translating it into your modelling too! Do you mostly start out with grey scale and build the colour on top?
Incredible modeling and lighting. What was the thought process behind the diffuse though? Did you guys even use them in a lot of areas? I noticed a lot of the game seems very flat/stylized when it comes to actual materials, giving it a pretty distinct look.
"Im so fkn mushy" I literally lol to that one. Its got like the proper comic cloud and text. haha Looks cool so far though, I can imagine the techy arms with the stylized comic character looking really bad-ass!
Is this meant to be stylized? That's how it is coming off as to me right now. His arms and legs both have this really exaggerated curvature that almost looks cartoony. Though that might be what you're going for, but seen you mentioned you trying to mention the most recent game.
Really nice texture work on the gladius! Are you going for a realistic look or stylized fantasy game look? For a realistic blade I think there would be less stony flavor on the metal, in terms of grain and cracks, and a lot more light scratches. Triangulation seems fine to me.
After a bit of research i have decided that im not going to do any sculpting in zbrush for these models. I am going to learn how to hand paint textures in photoshop to get a stylized look. So that will be the only map. No normals :) Started working on the nexus model.
Another hour long sculpt I played around this time and decided to stylize it. Though it didn't have a clear direction, I think I did ok memorizing the silhouettes of the head shapes like the jaws. I haven't practiced eyelashes so that needs work.
Yeah, in hindsight the proportions I gave her in the paint over were too realistic. In your reference picture she stands 6.5 heads tall, which is actually realistic, but they made her torso short and legs long for a more stylized look. Anyways, keep at it :)