I understand what you were trying to do with the head, but its just too uniformly squashed right now. It looks like you modeled it normally, and then just scaled it down on the y axis. It also doesnt make sense for eyes to not be sphereical. You can mess with that a little for style, but I dont think you can do it as much…
also to extend on this , a few things that need to be fix additionally, the gloves , if your going for the old fashioned SF style gloves then there a a cross hybrid style of UFC Fighter gloves right now he has foam blocks attached to his hands If your going for the SF style you need to increase the size of the feet as…
achmed, i'd try to break the silhouette a bit, right now the normalmap gives him a lot of depth the silhouete can't hold up, it's very smooth, a bit more edgyness would help him i think maybe something like this, green is your silhouette http://polyphobia.de/nonpublic/beefed.jpg you already started giving him some form but…
Only about 40-50% done. Texturing at the moment is just placeholding so excuse the tiling and scale. Some objects aren't final. I hope to finish it off soon, just posting it in here for incentive to get it done. I might think about adding a vehicle on the bottom right there so you get a better sense of scale too. Some…
Eraserhead: That is pretty sweet dude, nice job all around. Only thing I could say really is maybe add some spec reflections to the front visor? Here is in update for this cafe I am working on. Standing at 17k tris right now but still more optimizations need to be done. Here is a tabled and chairs set for the environment:…
Renaud Galand - loving that sculpt, tons of character :D benclark - woa impressive, just checked out your portfolio, awesome stuff. Right, been teach my self zbrush recently, and also trying to improve my eye for anatomy. Heres a hand study I have done recently. Looking forward to having a crack at a full blown character…
Johny's right, japh. I really like your texturing, but it hasn't improved much in a while, you're way too conservative with hues and it gives an overly painterly/cartoony look to everything you texture. Start to play a lot more with colors and more realistic rendering -- you've got planes and lighting down, dive in to the…
Finally finished this set. Loaded up a test arrangement in unreal to work out the details. The geometry in that scene right there is 6000 tris, it's at the Highest LOD... farther away you wont be able to see the ropes tying the planks because they are so small, so they will be gone, and the scene will drop to like 3000 or…
Here is what I'm working on right now. Based on this concept from homeworld II I'm modelling an Interceptor. As soon as I've finished the high-poly mesh I'm going for the Normalmap baking and texturing. Below you can see one first draft of the high-poly model. The model is still WIP and I'm still trying different…
Add a layer of grime and scratches that is ONLY in the spec, not the diffuse too -- this works especially well if it's a slightly different color. Done right, it'll give you the depth of depth and realism that you can't achieve without a specular map, and make the most of your engine's capabilities. As it is it looks…