Sweet idea! I think I might start a thread and do something similar. I like the 5th shield but none of the weapons really speak to me :/ If I were to pick one, it would be number 1, but I do think they all look "flat." I think bulkier forms could definitely help if you're going for a mace sort of thing
I like your scene too! There's something wrong wth the tint. Yellow smear in pic 3 shouldn't be there (i mean the volumetric lighting. should we almost white). Also, It would be cool if there was something other than rocks and plants to look at. Maybe a statue or something. Also, fix the fog in pics 1-2. It kinda looks…
This looks amazing! I don't see anything wrong with it so I can't give you any critiques, the work you put in establishing the form is paying out! If you'd like some suggestions, see how it looks if the arm membranes merged with the neck muscles going upwards and not the clavicle, you could also experiment with sth like…
@Macebo Thank you so much for your help. I'm only about 4th month into game Dev, and I'm having some serious struggles with texturing. Can you give me any more of the golden rules of perfect bakes, and such? Right now, everything I am is being self-taught, and I need a proper guidance and continuous critique.
This is my 5th model, I'm using more and more move brush. Also standard, clay and clay tubes. https://www.dropbox.com/s/ngp38l6yx7rpbv2/clavicle.jpg I watched Scott Eaton creating forms by cross hatching with clay tubes without ever going to the lower res. It looks really artistic. Very inspiring and I hope I'll get there…
Model looks pretty nice but he seems kinda tall. Generally, people suggest that the length of the body should be around 7-7.5 heads long. Here are the general landmarks you should keep in mind 1st head- Nipple line 2nd head- Bellybutton 3rd head- Just above the pubic symphysis 4th head- above the knee and so on
Thanks you everybody for the feedback, ill be working hard to keep in mind all your guys suggestions. i decided to model out a garbage truck to help fill up some space , as u can tell im going for a 5th element kind of vibe. here is the low poly, any suggestions before i begin the high poly ? thanks in advance
Currently downloading the test client so I can get the textures working day for the final LOD0 passes. updated my model and UVs :) Now using mirroring to much greater effect, as well as retopologizing to the nth degree for a total under the 700 poly limit! I'm pretty happy with the progress so far!…
Tried out this setup ,pretty cool results thus far . The model was inspired by the scimitar assault rifle used in the game section 8 ,concept by Brian [Mac] Smith . I'm making my student portfolio so this is to see how well can i match myself wth the current gen of models .…
HIRES RENDERS Hello everyone! Here is a progress which I have today. I completely redesigned the wireframe to make it longer,puffy and curly. Made 3 layers for hair - 1st - base form, 2nd - curly, 3rd - small curls. But in next wip I want to add 4th system to make a connection of hair on the forehead more realisic. Happy…