Hey man. These aren't terrible. I noticed the piece you copied from Kevin is the most cohesive and solid model. A lot of your other models have very small details and very sharp edges. Try to get some larger more defining details that convey a sense of scale.
I'm not going to give up on pc games because of PC exclusive titles and genres that don't translate well. If a shooter comes out for consoles and PCs I'm definately getting it on the PC. I've heard that mouse and keyboard on a console is slow and unresponsive because the console is treating it like a regular controller.
How about http://www.strangefate.com/webby/stencil.jpg Dunno what it is (guitar?) but even if the surface had to be a bit curved, the wireframe is way noisy, making it not fun to shape. If the surface is slightly curved you'll need some vertical edges to define that, and be more carefull than i was when linking vertices.
One of the key TF2 artistic points is that all the characters have a seriously well-defined attitude built into their visual design what kind of 'tude are you trying to give your TF2 freeman? Still feels kind of aimless right now in that respect (unless you're going for the "weiner" attitude)
Awesome, thanks for the replys thus far guys. I'll definately keep updating for more feedback. Winterlord: Zealot is a class in the upcoming Warhammer Online. www.warhammeronline.com I kinda took it my own direction just to have some fun with it, but I intend to stay pretty close to the costume design.
Thank you for the feedback @oreoorbitz !! I've been working to finish the model before start with the hard surface stuffs, but I think I just 'inflated' to much the body muscles, losing the main shapes. I'm going to re-do all the final proccess to achieve a better look, more defined.
With unity 2019.1+ you can define presets and then set those as the default values for importing new assets: This way you can make sure that your newly added fbx files will be imported the way you want (with legacy settings) and also other team members won't have any issues.
Yep cheers for the crit Disting - I will definately add some wear and tear. But it will be very space clean :) Finished texturing the MainBoard - 1024 Diffuse / Normal. Will tweak Spec and create an Emissive map when InEngine. Any crits on the color scheme i have chosen, leave a comment! Update 2moro.
is that a BPR render or just a viewport capture? Overall the hockey puck looks good, you may want to define the text around the edges of puck a little more because it is barely noticeable. The built up ice around the puck could use some work, the noise texture on it looks too consistent.
She's very appealing and believable as a character. However, I would have gone with a more stylized approach for the folds on the jacket. Something more in line with some of the refs you are. Basically, less folds and bigger, more silhouette defining folds. It would also have created great contrast with the tight jeans.