I would be really interested in this! I've been wanting to get a 3D print done for ages but have never settled on a piece to print because of the high price point. If the prices were right I would definately get my next model printed out.
Agreed with what everyone else said, it doesn't resemble the concept at all. You should be trying an approach similar to this: That's just a quick example, but you'll want to really define those round loops a lot more for a better profile, at least that's my opinion. Hope it helps.
Agreed you really need to establish the basic shape and contours of the muscle groups before jumping in with the detailing, google some bodybuilder images for some really defined big musculature. Understanding anatomy takes a lot of time and study - good start tho keep it up :)
I like the pose, but it would work (due to the given style) to make the forshortening a bit more defined. I think a line coming from the forearm on the far right would do the trick :P, just have to fool the eye from all angles is all.
Yeah, the snapping definately works. It's a bit annoying though when vertices are close together, so I think I'll still make my script just to speed things up. Thanks again! I'll post here if I run into any more problems.
I fail to understand how people found the demo on Medium mode hard, I must've done it 3 times now without dying a single time, as I expect most people here have. A definate GOTY contender, pre-ordered the special edition
Ooo very nice! If I had to make a suggestion I'd say put a little shadow or something on the surface to help define the space. Really, though the volume, form, and surface properties are all done beautifully. I wish I had a quarter of your talent :/
That's an awesome little tute dude... Thanks heaps for that! I've always had a bit of trouble getting my skin texture from looking so smooth and painted. Seeing how you've done it makes plenty of sense and will definately give it a try next time. -caseyjones
Another blockout update. Right now im using photo textures from the refs as placeholder till I get to refinement. Re did the lighting and gave the sky an overcast like in the refs. Most building and prop will be based off trim sheets.
Scratches do look very procedural indeed, the materials themselves could be improved and defined better. Everything looks grungy and cloudy at the moment. Take a closer look at a actual Benelli M4 and a look at this small tutorial by Ben Bolton https://polycount.com/discussion/comment/2623619#Comment_2623619