You should face them, use two hands, and bow slightly while maintaining eye contact. This shows that you're not going to attack them and pays them respect by treating them as a worthy opponent. At least that's the way I was taught how to do it. ;-) I also have a hard time taking this kind of thing too seriously
Ammo crates, barrels, simple props that you can do in a day or two and arent too complicated. Of course as you get better you can up the complexity....Id start with some simple wooden crates or a barrel....they are geometrically simple, but you can still make them pop if you do a good job....
@xhi nice, it's a good start! I'll throw in my two cents on this. The only thing I could see that catches my eye the most would be the big rock next to the medium sized rock. I'm assuming the cracks are the same or it's using the same texture? The scales might be too big of a difference as far as the texel density.
Of the two, the last one looks better. Bit of fog on the water would fit nicely, a bit too crisp for my taste now. Think you benefit from some particle effects as well, flies and pollen and what not, for some added depth. You got a sweet scene going, just need some final touches.
Why are you making the feet separate objects? Why not just extrude them. Some of your edges are too square compared to the reference picture, particularly on the silver/white box. Also, double check the proportions of the large cylinder in behind and the two smaller ones on top with that of the reference picture. Pretty…
Thank you, @Enalrem! The floor was too much fun! Had to do a bit of problem solving and it's probably higher poly than it should be, but it looks pretty so the polycount remains. Made from two separate materials in SDesigner, finished in SPainter. Next: Wall (Oh yes, and I used XMD brushes this time, for the cracks and…
I am thinking about going for a day light scene just like the one from mood board.. Strong god ray coming through those two tall building in the background... I am not quite sure yet. I need to test it... The gray block is a tipped over bus... is it too narrow in width ?
Hi Bertmac, good to see you again and your work is coming along fantastically, happy New Year to you too :) - sorry had two new jobs and a ton of stuff so the internet got pushed aside a little, back more now though. Great work and Ill come read properly tomorow.
A mix of the two workflows can work too. There's some obvious pieces you can keep, like say a barrel or something, but maybe the stock or main section has some intricate indents, etc. So maybe you retopo those manually. However you get to the low poly with the least amount of re-work is best.
the light makes sense emitting from the two largest points, but the others seem like screw heads so seeing them light up seems a bit off :/ the scratches are too heavy and uniform, i'd tone them way down except for the parts that will logically see more wear (edges). Is the second map the specular?