hi @trebor777 nice update! :) it definately uselful when work with multiple zbrush subtool , zbrush naming system is quite ... disaster so using those folder will help the pipeline a lot ... :)
WIP4 4 tone now. Defined the cannon arm and made some small adjustments to the legs. Onto the 3D blockout. Concept can still change if anything stands out to anyone.
Glowing areas could be defined with a texture (usually called emissive map or glow map). I don't see why you'd need to detach the mesh here or even split the uv's.
Definately in a 52 budget, you could probably add a bunch of gizmos and crazy bits, the skeleton seems kinda simple atm. MOARROKETS! Quad, your concepts are my spirit animal.
I did a quick paint over of it. Mostly think you need to work on her proportions and define the light source a bit more before you start rendering stuff out.
wow! amazing work. it's pretty motivational actually. maybe define the edges between the wood boards in that shield though. It's not a big deal, but I think it would feel less flat that way.
ya like sprunghant said Material instances are cheap, but if you dont want a ton of variant mic's you could always define the emit colour using the meshes vertex colour.
Thanks Lucas! yeah, I'm definately planning to sculpt the imperfections. Progress on this is going slow, but heres an update. wires I have a feeling the part where the barrel connects is going to be a challenge
Autocon, this new beauty shot is so much more defined and readable than your previous one. It definitely made a rad scene even radder. Love the highlights in the dark areas.
+1 The tree looks soft and under-defined as well. Great concept and good job bringing it to life. Here's a good start: https://www.youtube.com/results?search_query=hand+painted+textures