The proportions seem to be off on a lot of things and the shape of the stock is not defined yet. Before you even start adding edgeloops you should define the shapes in your blockout. Other than that I would say that subDs are kind of outdated, I would suggest looking at a fusion or zbrush workflow tutorial…
There are plenty of resources for modular environment creation on the polycount wiki here. One piece of advice...make sure you get your scale and measurements for your modular pieces planned out ahead of time. I would make super simple blockouts for the modular pieces you want, and play around with them in unity to make…
really really solid work! I was excited when I saw such a solid blockout and modular pieces. My biggest complaint is the AO. They look like bad Ndo AOs and imo are destroying your presentation and will muddy your textures. For wood grain the AO should be super fine just to enhance the detail already there. Otherwise keep…
Quick attempt at a basic masculine human form blockout from a sphere. I also got ahead of myself and added some small details to one side of the werebear just for fun, to get a feel for using Alphas. I probably won't keep them. I need to actually complete the structure of the paws and lower legs before getting into that…
Yep the scale is weird. Your curve for the roof is to big compared to the walls. In the concept the curve wall relation is smaller than 1:2 but in blockout bigger. The curve for the roof is not really a curve more straigt but in the concept more organic and the hole looks smaller compared to the room. I hope the box is not…
some images from the blockout phase, pretty much done with my basic greybox, I know what assets I need to make and where to focus my time thanks to this. took a few hours but thats time well invested if It helps me to focus the rest of my time on the challenge in the right direction thanks to this. Day 1: day 2: added…
Hello guys, I finished the design of the prototype level so now it is the time to start creating and replacing blockout boxes and ugly texture placeholders with something more competitive. Before this will happens i tried to test some color scheme on very low poly model, with diffuse and baked normal map from hichpoly…
Hey guys, edited the concept. How is it looking now? I lengthened the stock and barrel, fixed the front grip angle, reinforced the water tank, and added a pipe for water reload at the bottom of the water reservoir. Also axed the pipes at the top because I was getting crits they were in the way of aiming and also making the…
Hey! Good progress on the helmet so far. I would definitely advise to build a rough blockout in zbrush of the full character first and then start breaking it down into pieces so that you can really get a feel for the overall proportions and shapes otherwise when you get everything done and start assembling it, you will…
Hey man, nice progress! I like the details on the armor pieces. You could do a few of them bigger scale, so they are readable from further away, right now it seems like you have mostly medium to small scale detail. Hair blockout looks nice, might be that the diffuse is too flat? You can post your maps for them if you want.