So..! I'm working on my first human character model and I would love to get some feedback on my progress!I've only ever modeled two characters previously, a cat:https://www.artstation.com/artwork/8d3vEand a rat:https://www.artstation.com/artwork/OD69w The pipeline right now is to create a highpoly in zBrush, modeling the…
Thanks a lot peeps. Appreciate the feedback. In regard to what material, it is supposed to metal plates over a skintight suit.would it read better if I made all his armour plates look more like leather plates? I was going for a more realistic armour costume but still agile, is that not coming across.what the advice be on…
thats not a tank, its a tank destroyer :P nice model the difference is in the way its used. tank destroyers are lightly armoured, which specialize in ambushing enemy tanks. they protect the guys inside from a bit of spall, and some light fire like machineguns. tank destroyers are also cheaper to make and maintain than…
Don't be discouraged with lack of feedback. It's a common phenomenon around here. So much so that some people have made graphs about it. I do a lot of anime-influenced armor and right now the most I can tell you is that your forms are too rigid. They don't flow well together. It currently reads as just a bunch of random…
I once tried using Photoshop's 3D capabilities to texture a low-poly model, but I was having a lot of issues with a seam. >: ( I mostly want to be able to paint DIRECTLY onto the model, and I know ZBrush tends to "smooth" the mesh, or display it oddly. (I prefer seeing a low-poly model like you would see in Maya or Max,…
ad 1) hm... you can do it with pins, but you are doing something contraproductive - you are faking at a simulation. Not saying you shouldn't do it, but just to keep it in mind. John Gotch used pins on those great armors for Metal Gear -> LINK , but he himself says that he did it only back then as he lacked experience with…
usually the whole model changes.. having an actual nude model under the clothes would make it hard to avoid clipping issues and waste precious resources.. i think in assassins creed there is a base model without the armor parts, and each part is a seperate model which is added on top of it, tho some other games do this as…
Looks great, but I have a few nitpicks. Diffuse/spec/emis maps are 1024x1024, normal map is 512x512. From my own research, Heroes doesn't use alpha maps, so you can't have her goggles be geometry. You could cheat the transparent effect by painting directly onto her skin. You should have an emis (glow) map for the blue…
Good idea! Do you mind me asking: 1. Where and how did you get your portfolio critiqued by an official EA Artist? I don't plan working for EA, but When I have completed my full folio in 6 months, I'd love to have it critiqued by Bethesda Game Studios. 2. Are you going to sculpt 15 random heads and perhaps choose 3 of them…
Looks pretty god, but there are a few things that are off. First, the folds on the boots doesn't make them come off as leather and doesn't make too much sense considering the points of tension that the foot would add. Second, I'd raise the waist of the character, an error you can see in my portfolio as well as those pieces…