hey it looks very good! something I've seen from a quick glance it's that you have a some soft shapes that you can push a bit like the artist did in the concept: for example in the right shoulder pad you have a round border that it's actually a very sharp edge in the corner hopefully my shitty sketch can explain it better…
I know Arrimus3D channel very well. He's a beast when it comes to hard surface. He helped me a lot and I see progress with vizualization but I think I'm stuck now so I'm trying find something else that would push me more forward. But I guess it wouldn't hurt if I rewatch some of his tutorials. :D Thank you Pirax.
Wow, this is an amazing looking project. For the main character maybe a little more of a push, here are some ideas. Tattoo, muscle tone to the leg, eyes and what about some belt attachments? For the large toad character have you ever seen a toad with a live parasite in their eyes, it can happen in humans too! It could be a…
Yes man, this is dope! I think the handle could be comfier but I love the sci-fi feel of this thing. re: the render... it looks nice, stylised. I think you can push the material definition and sort the lighting, it's washed out a bit imo. Overall, I think you have a good eye for designing guns, I also enjoyed your pistol.…
Your situation sounds unique. Are you using any external plugins / scripts or shaders with Maya. Can you reproduce the issues on a fresh install and a fresh prefs folder? Also, are you deleting history as you model, especially when you combine and separate meshes? -edit- Also, Autodesk has a tendency to push bad builds out…
In God of War, the tree textures had a lot of hovering meshes to provide depth. I guess they used opacity on a plane, wrapped that plane around the tree, pushed the verts out a little bit, and used that mesh to provide some height for stuff like moss or tree bark that sticks out a little far. Just FYI in case you wanted to…
After watching the chilling adventures of sabrina on netflix, I really wanted to repaint one of the frames from the series. They had such good set design and cinematography for a tv series ( is it still a tv series if it's on Netflix ? ), and that prompted me to remake this scene and push me out my comfort zone. After…
I haven't used displacement maps much but just looking at your result my guess would be that the displacement is pushing out along the vertex normals of your mesh, so you're getting seams because you're using a hard edged cube. If you want a seamless result try beveling your edges and using soft edges (non-split vertex…
You can find Grassetti's tutorial + 3d ecorche on gumrod or a 10,- sculpt from Adam Skutt. I personally have Adam's sculpt in my ZBrush scene as reference to help me get the portions right and remember all the muscles. Just keep in mind he actually pushed all muscles a lot to serve as reminder and not as much as a…
Yap, it's high as f*#@. I'm not sure anymore, but I believe that's the ingame model for the cinematics or something like that. Then it LODing out to a smaller polycount but remains pretty high nonetheless. NG are pushing those hardware specs to the limit every time. Also Check out the meshes that they have in The Order…