Your modelling looks pretty sound, I just feel your main issue here began much earlier with a perhaps rushed blockout stage. There are some very cool curves and shapes I see in the reference image that are lacking in your render, along with basic proportions. You might have made these changes intentionally but incase you…
Building and creating modular pieces is a task.. Which i enjoy. But my question is about the interior vs exterior part. When doing exterior parts, i usually keep my "wall meshes" flat cause you want me entering the building! But if i do that with my interior (only interior) keep them flat instead of giving them thikness, i…
Some refinements! 99% of the way there I think. Instead of 'floating' plating patterns on a solid background, I've given the impression of plates fitting together to form the weapon. I came up with a few names and numbers. '058' - reference to one of my favourite sci-fi shows in the mid 90s: 'the 58th' from Space above and…
Thanks for the kind words guys :) A lot of awesome work in here so far. Pav3d - Love this one :) One crit I have would be the back of her hair as you said. Feels kinda flat compared to the front. Also arent you missing a flap on the back of her skirt or is that intentional ? jstyles3d - Really nice work on the face. Her…
My first thought is where are your real time pieces? Unless Ubisoft does their own internal cinematics, you're at a disadvantage. Having high poly sculpts is ok, but you need game ready meshes to show you understand the complete pipeline. How did you texture, how did you retopologize, how did you bake down the sculpt and…
Always cool to see someone inspired by your work. Thanks for modelling this. :) I like what you've done with the back end, and with the mag, it looks a lot better than my flat version. The metallic rail is also a nice touch, it gives a good solid metal stripe along the spine of the gun which looks very cool. To critique…
almost there! i hope.. still a few smoothing group issues. and stretched textures.. gonna clean em up this weeknd this shot was edited a bit in fotoshop. added the birds, flags and blur around the castle in the bg, foreground i added a bit of dust/haze and a slight lens flare.. also played around with the colors a bit..…
Hey interesting style, I kinda like it ! :) I won't bother you with already mentioned crits. Here are a few other thoughts : - The specular could use some more love on the leather (boots and the gloves on 1th girl) Atm, it's like they have the same material than jacket 'n pants. - The way the shoulders/arms are modeled on…
Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
Hi everyone! Today is my first day on polycount and I come to you with an issue. I'm a student and my assignment was to bake out some normals for a crate. Well, I'm having a strange issue with the normal map. This picture is from maya, but the same problem is happening over in mudbox where I originally baked the normals.…