"The females have a weaker stylisation than the male versions." Just wanted to say that that might also have to do with the skill level of the artist and the time spent and trying to stick to the male caricatures (which limits freedom).
@Bummer6 That's a lot of positives there, thank you! :smiley: Do you mind if I ask what is it in particular about the revolver that you feel is weaker than the other models? (In case I revisit it and improve it?) Thank you again! :smile:
Looks pretty much like this Warhammer model: Though yours looks somehow weaker and lighter. Did you measure each part or did you estimate the dimensions? Also your renderings are a bit dark to judge your work.
For some reason "E Hole" and "REAVERS!!!" got really annoying... but I do agree that Gears 2 had amazing writing AND ART! I can't wait until I get a new xbox (mine broke) to play it again.
Might want to lower your brush's z intensity. Instead of 1 strong stroke (which usually overkills), do multiple stroke of weaker volume. Slowly building up the forms. Don't just drop a whole can of clay on it :P
Thank you, Jeremy! Good critics about the head, I'll take it into consideration. I think you're right, I missed the original traits. Perhaps he should look weaker in the shoulders area. Then head can be smaller.
Looks really nice! The only thing that stands out to me is that the sand appears to be a flat colour. I think adding a subtle colour variation would help. Like what you have with the grass but maybe a bit weaker.
I believe such developments are being held back due to the Mac OS just recently being openGL 4 friendly, but I totally agree with you. The viewport is one of the weaker areas with Modo. I would love to see a Marmoset viewport as well.
Looks nice! But I don't think in real-life people would pick a piece of wood for an axe-handle that has a knot in it (don't really know the english word, the darker colored part where a branch used to grow) because it's a lot weaker.
Yeah sculpting is probably my weaker suite right now. Here's the normal map and a idea of what the sculpt looks like: I'll probably read up more on defining volumes and tackle the high poly again. Thanks for the advice.