thanks folks. Sampson: I think polycruncher does better with surfaces that are detailed roughly all over, like the Locust stuff was well dealt with because all the flat forms had some sort of soft to hard undulation with some sharp deep cracks and gouged concrete like parts. Super subtle detail on top of a very flat…
I wish I could do a paint over, but I'm away from my work station right now. But I'll try to help as much as I can with words. He doesn't have a distinctive silhouette....Right now he looks pretty flat (this is before the armor mind you) and he doesn't have much definition. Alot of your poly flow is very linear, which…
These are just my thoughts, the shoulders look a bit too narrow. Fatter guys typically have decently shaped legs because they carry all that extra weight around. I'm not talking about needing defined muscles, but the flab above the knee, and cankles are a bit much for a character this sized. The knees are too large. The…
Cool man, looking much better. I'd be careful of using that front ortho too much. Although I guess it's fine for basic proportions. Shes very young there so theres a lot of puppy fat. It's also ever so slightly looking down and the lighting is a bit flat to tell you anything about her bonestructure. Features that I think…
Check out this talk from an Overwatch character artist, Rakan Khamash https://www.youtube.com/watch?v=FRZtVXpAokc This should illuminate some of the stylistic highlights to incorporate from Overwatch. The biggest takeaway, from the 45+ min video is "Say it, or don't". Basically, if you are including a form, you need to…
@floon I never decimate my meshes, unless it's a character going into Marvelous Designer. To speed up simulation performance. But for baking I go with the original high poly model to get best possible baking results. Also, I always use .obj for baking. I haven't encountered shading problems when getting an .OBJ (yes,…
@Brian "Panda" Choi Exactly! This is worn down but not very dirty, meaning someone has been taking care of it. It's also a small prop, something that will be seen from closer distance than bigger arms like tanks, thus a prop that demands a little extra attention to detail. The idea is to make a map that fits your…
Don't be afraid to use more geometry or ngons. Having a lot of edges terminating on one vertex can cause a lot of weird pinching, especially when close to other verts or not on flat surfaces. You can get away with lots of poles or messier topology on flat areas of the model. Also don't be afraid to break up the model, the…
It's a little hard to tell the scale at the moment because there is nothing we as humans can relate to (not a bad thing, its early days). When there are some consoles/pipes in there, I think it'll start to get grounded a little more. Are you using an environment map at the moment? Might be nice to get it looking really…
Nice update. I agree with the others about the water, it's completely blending in. The lighting is a bit flat at the moment, but I understand that it's still a WIP. The general colour theory of the scene is still a bit off, it's just not popping yet. The red wood is extremely high contrast against the rest of the scene,…