Roight, so here's a more in-depth look at where I'm at as far as this guy goes... I tried Mudbox's paint features for the first time with this guy, and was amazed at the quality you can achieve. It was also way more intuitive painting directly on the model, as-opposed to loading up a flat image in photoshop, saving it,…
Nice detailing on the Heavy Arms Gundam. There are a few critiques: I think that while you have the general proportions correct, the shape of some of the armor coverings is too rigid and the edges too hard. Maybe this is the material you rendered out with, but if you look below at the model kit reference, you'll notice…
Another thing you would have to consider as far as the triangle debate goes, the actual ingame model with helmet wouldn't need to have all of the same facial geometry as the full "cutscene" character. Pretty much any details around the ears, back of the head, neck...or any other fine details and joints could be cut down…
[ QUOTE ] I'd take nanotech that regenerates your body faster, removes problems your body can't fix and reverses the genetic aging over any robot body. Now THAT would be immortality! And you could even program the nanobots to attack anything that's not you and fling your blood at other people to assimilate them! No armor…
as for the heads - that's good but as you demonstrate yourself the anatomy isn't as important as having a form to whatever you create, and you do it well. better anatomy deffinitely helps, but that's not what i meant.. the mask/head has a solid form for what it is, it just isn't as detailed as the shoulder fibers. it…
I can't believe you've missed the chance to use the curvies you have on the weapon and the helmet! Pointy shoulders are strong, and considering how frail the PA i think she needs them. Second of all, i would've traded the detailing on the main armor and switched it up on the cape. This way your armor pieces would be less…
Ok so I played around with Mari a bit, While I do see a lot of aspects about it that are great. I do think that a lot can be changed to make it more suited for the game industry such as 1. An Opacity shader option 2. Having a GOZ type feature to quickly send files to Maya and 3ds max. Setting up a composite shader in 3ds…
Hello again! I haven't had much time to work on the sculpt though I have a progress image :) As from feedback I've fixed the arm angle, increased the thickness of the chest armor + moved it out, and lifted the butt up. I haven't gotten to the scarf yet, I'm saving it for when I have settled on a final armor shape :) I'm…
Hi everybody! Sorry for taking so long to post again but I’ve had a lot of work with this stuff. First I tried other two options for the last concept but I wasn't glad about them. The gladiator style looked too similar to his normal skin and then I decided to change the whole first idea. I started the new idea with some…
hehe, the first thing that pop into m mind when i saw this, was Congrats u manage to make Thor even more boring! Lol. It Feel too generic to my eyes, Is accessories dont have any details, or itneresting form, or any purpose to appeal to the eye.. The texture over anything except the arm are pretty lacking. feel like a…