Hey Mark! glad to see you there ;) I like the idea of an Alan Wakish (:))scene. All the bakes and assets seem clean. Dunno if the 2 spotlights on the generator are a seperate mesh, but it could be cool to put some of them on the roof of the building, on a tripod in the forest or even on top of the fences. It also could be…
I think you need to go way back to the design stage and figure out what character you're trying to portray with this model. Looking at it now i'm getting a vaguely villainous vibe (from the skull/mask thing and the dark colours. Some of the textures are looking good (gloves and shoulder pads), but the shirt reads more as…
hi there! I really like the highpoly, nice folds and proportions. But to push this peace a bit more I suggest the following: Loose this .. "scratch" on his mouth. It looks wired like a misguided z-brush stroke give the textures some gradients. This helps a lot to break up the clean cg like look on these materials. Relax…
Hahaha, these teeth, It feels SO Ziggs! I love the glasses, these angles definitely make it pop well! I'd say be careful with the fur strands as it can quickly add tris to the game model or eventually get erased while painting. Also, the two floating cloth parts behind him seem very long to me, they might be out of how…
All things said before me are things I'd pay heed to. As far as my two cents: The most important thing right now is you focus less on the little details (Like you have been with the vest / straps / nades) and focus more on correct anatomy. I don't do characters, but I can tell right away that those feet are just way off.…
Hi there! I'm new and saw that someone asked what dieselpunk i and thought I'd give my 2 cents. Dieselpunk and steampunk are only really alike in that they are alternate history science fiction that revolves around tech that wasn't available at the time. Dieselpunk is actually closer to cyberpunk in theme and atmosphere.…
I'm working in Lightwave, so I can't speak to 3DS-specific stuff---but my suggestion is that you maybe try to build the cage with fewer polys that you're using right now. It's alos a good idea to shift the limbs out of the basic cage so the polyflow runs parallel to the form of the limb. It would be a good idea to find a…
I have to say regardign this last environment that you should try to aim for more of that natural light and contrast from the refs in your lighting - right now you have a scene with a lot of interest in it, but it's all drowned out in dark and overly colored lighting without any intelligible sources or even a sense of time…
+1 for this. I only do the boolean-zbrush to get faster result for complex shapes. This workflow suffers from hardware limitation if you use it too much. I'm still combining regular subdivision modeling with boolean workflow. In the third last of the video, where Michael imported cad data and made the polygroups manually,…
My ten cents Pros. Visually the game is really good as mentioned. I do like the game / anime video mix. My complaints are:- The Tree hoping thing is pointless The finishers are poor QTE's wish, pulling off tekken 10 hit combos are easier lol The talking / questioning mode is lame, u can only ask one topic at a time I will…