Thanks for your feedback jaker3278, I will definately be adding some wear and tear to the model. Since this is the first modern weapon I've ever made, I'm trying to figure out the base materials and colors.
Thanks guys! Lunch crunch! WIP of my rough zbrush blockout to hammer out the shapes/proportions. I will retopo this to define the edges, panels, and mechanical bits when I've got it all sorted.
This is awesome! I agree with fred push the wrinkles a bit more and maybe make the wrinkles on the cheeks a bit more defined. Keep up the great work! And I cant wait to see some progress!
yeah i like it. looks pretty cool. Would love to also see more images and also closer up. I would start adding materials to the different pieces as well to define it more.
The hook and the scarf look quite gooey, very wax-y. I suggest you define the creases and smooth areas a bit more sharply, otherwise it'll just read blobby from ingame.
her head definately seems off, did you use references of real people since you are aiming for realism ? it always helps to post the reference next to the model and see where it became off.
awesome style man, really liking them shapes id say pay attention to some edges, u really like defining the anatomy but it's a lil overdone in some areas and a lil underdone in others
well am not so specific quality, there can be small changes but i will definately give super png a go, just wondering why i see some many people using tga instead
Hey Sam. I think you are right thanks for the advice I will spend a bit more time on the block out and getting some early lighting in to define the style of the environment a bit more. Thanks!
thanks, that is helpful, i need to figure out what hes made out of, muscle or exoskeleton, probably both, and have more defined edges between areas like i did on the segmented legs