This looks a lot better than the original design. You might consider turning the handle the other way though. Assuming you strike opponents with the bladed side, you want as much weight in front of the hand as possible, compared to the amount of weight behind the hand. The reason is that as the blow descends, weight behind…
Looks great. One criticism, when I looked at the latest images, at a snap having the 3 lanterns around his head confused my eye a bit, which then had trouble settling anywhere else on the design. Part of me wants me to have his tail holding one lantern (at a glance it's hard to see it's a hand, but with it holding…
Thanks for all the help guys. This will probably be enough for me to start improving the texture.. My biggest problem now is that i have no idea how to achieve effects like gradual wear (hard scratches are easy since i have some nice brushes for those) but stuff that comes over years and years of weather and handling the…
Hi there again :) I think there are two aspects to this really. First the purely technical side - as in, what is 100% required to get perfectly mathematically accurate results. This includes making sure that everything uses Mikkt, that all the triangle edges are set, and so on. It's great that this thread is going over…
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
Hello new here. I been out of practice and started a refresh by modeling glock. Im currently at the handle section. I have an idea on to build the grip section the solution was wire deform and maya live but come to realize it may distort the square bits. So I was going to use joints instead. It seems a bit tedious, i was…
As far as I remember almost any render , gpu and games one too that uses ray tracing is unable to "round" hard edge/split corners same good as rasterized render . It's always been that way . Have no idea why. Always been seeing those hard edges, especially from a shaded side.
Yes that's what Shrike mentioned. I'm going to scale it to fit his hand snugly once I've posed his hand for it. Looking at the handle I think all of it could do with being more "chunky". So I think I will be making the handle wraps thicker and give them more shape.
As @kanga says, if your aim is to create a real-time character then forget about messing around with posing and layers and over complicating the mouthbag. If you want to experiment with posing and layers in ZB then do it in a more focused project. As it is you may end up frustrating yourself by taking on too much at once.…
I'm lurking this forum for a very long time, but now when i see somebody is modeling Beksinski's painting (what i want to do in future, when i gain decent organic sculpting skills) just have to log in and say what i think :) At the begginig i want to say that you've made great work already. Undeniably above my own skills.…