Thanks for the feedback guys I see what you're saying about the wrist especially.. I've worked a little on it but its just more of a temporary fix before I do another pass on the arms and body. Done some basic blockouts of the belt not had much time recently to work on him but expect another update thursday/friday :)
Whoa. Thanks for the heads up. This is a game changer. Now what I am thinking of doing is continuing with my inhibitor design but integrate the turret design into the den. I think the tablet could be much more interesting than the grave. This is my blockout of the turret so far: Guess I'll stop here and push forward with…
Looking very nice. I like the way you do blockouts, and I think you got the proportions down. I model anatomy like you, etching the surface lines and then bulking with the clay brushes, not sure at all where I picked that up. Also is that the silo man basemesh? What modeling program are you working out of?
Yeah they are still in blockout phase. And I'm having alot of trouble with snow. Enough trouble that I am considering just making a spring scene instead. As for the snowdrifts, I was mainly focusing on the rocks. Despite the techniques in the new rock modelling thread, I'm having a hard time with those as well. I need more…
Update: I ended up redoing both parts. Big lesson learned for not doing a blockout and getting main proportions correct. Still need to do a few more pieces on the back of the terminal and the wire connecting the keyboard. C&C welcome. PS: Are the keys too big? These old school terminals had beefy keys but... Thanks for…
I'm probably not the most skilled of the forum, but one thing take my attention. I would finish blockout completely before modeling. I know it's difficult, but i think it's necessary to understand what is feasable and not feasable on the map in term. By the way, i love your flying lantern. Did you use particule?
Ok guys here's my blockout last 2 weeks, and the progress so far. Really slow progress since this is my first ever environment, but I've learnt: vertex painting, UE4 material editor, modularity, tiling texture strips and re-using the same texture all over again. Still working on this.
Looking good I really like the blockout/zbrush approach to the terrain, I think you'll have much better control that way but you will also lose the advantages of terrain vertex paint/foliage etc. I think it's worth the extra work and you get to be more precise. Good luck, looking forward to it!
I'll reply here for your other 3-4 threads. As BucketOfNuggets said, they make good blockouts. If I understood correctly you said you dont have time for texturing. I suggest making time - complete 1 piece instead of modelling 50 uncomplete ones - it'll do you good
The upper eyelashes are dynamesh, modeled with the Snakehook brush mostly. Just a blockout, I'll do that in alpha later. The matcap was uploaded by Orb if I remember well. Can't find where to download it, I've put it on Dropbox here : https://dl.dropboxusercontent.com/u/171740199/MAHstudio%20Soft%20Modeling%20Clay.zip Note…