Try to work on making a specular and gloss map that defines your materials better, so it's not just all the same metal. As well, see if you can create area of rest and activity in the texture's diffuse as it feels too muddy and noisy right now. I'm not being drawn to the face by the way the textures are set up and creating…
I would really break up your materials and define them alot more. I would take the harder areas on your model and make them feel more shell like almost like a beetle shell. I would also adjust the spec on your skin, it looks flat. The model overall looks pretty flat in terms of your spec. I did a paint over to show you…
Could you show a side view render? The front leg looks really awkward, almost like a human arm stuck onto the side of a quadruped. Here is a great reference pdf for quadruped anatomy. http://www.scott-eaton.com/outgoing/3dWorld-Animal-Anatomy-Eaton.pdf Look at page 2 for a great side view of how the front leg should look…
Why waste all those edge loops that don't define any silhouette on the roof and then skimp on the archway polygons? That's not a logical choice, its the arches that traditionally betray an environment asset, they are the form that should be prioritized. I see this a lot. Spend polys on arches and spheres, ignore the OCD…
Another update. Got the deadline for this particular course tomorrow and unfortunetly I won't be able to finish everything before that. Therefore I have decided not to rush the texture and instead take it as far as I can until tomorrow and then return to it later and continue to work on it. For now, I have tried to defined…
Long time with no posting i'm afraid but finally got back around to working in zbrush again. this is by no means finished but i thought an update would be good to see what people think. Problems i know of already hands need major re work Where the horns come out need defining Legs need more detail in to work with the model…
cool- gotcha. If he's chubby, then I would suggest that the flesh needs more "eight" to it- the effects of gravity on the masses of his form pulling down. Because everything is evenly weighted curves, the eye assumes it's viewing taut skin which would only sit over defined muscle. Sag down and fold some areas, especially…
UP: Ok after trying a little bit with reflection I'm still not so happy with the results. The problem is that the image reflected on the surface is very poor. In fact, as you can see in the following screenshot, the reflected environment is rapresented by a very "pixelated" reflection. Basically, I cannot get a sharp…
Well the vibrib gameplay is mostly side viewed so most of the elements are just 2D splines in my opinion. However the camera can definately rotate around the main character as seen during breaks and inbetween tracks. So my bet would be that eveything is done with vectors/splines but within a 3d space. I don't think there…
This looks nice so far! You would be surprized how fun sculpting can be in programs like this, Im asuming your using Mudbox, but from my experience I would suggest you try and get a hold of a copy of Zbrush, it can handle much higher itterations of polys and it doesnt hold you back and lag as much as Mudbox does, and it…