You have really improved your modeling skills since the old version. Very nicely defined anatomy. Personally, I would probably beef the arms-- eh, stumps-so-far.. a bit further. Just a tad. Although I'm sure I would discover they were perfect to begin with, if it was me doing it..
You're definately getting a lot closer to the original character. As mentioned, the feet are the only thing still shouting at me as "off". I think if they're just bulked up, with much less arch, you'd be pretty close. Also, the left thumb is looking a bit malnourished. Sweet work, looking forward to seeing more.
actually joe, while we were talking, I thought we were getting to know each other and that you wanted to room with us, I was gonna go into more specifics when you announced you had found other roommates. But yeah we will definately have to get a polycounters get together.
Its always a bit risky to explicitly define a path IMO, You can get temp folder location with Mel using this command http://help.autodesk.com/cloudhelp/2017/ENU/Maya-Tech-Docs/Commands/internalVar.html Or use python because its better in every way..…
the fro stays! But thanks, man. trimmed down and defined the beard a bit to make him look more righteous. Also gave some detail to the fro. Now its time to colorize the big parts in zBrush and bring him to my maya in school for the lowpoly work. Im gonna try out the new diamant-tools.
Update on This skin, Currently looks crap from the normal player view so going to do some adjusting, I think a hue shift between the wood and main body to define the areas better should help. The geometric noise also doesnt seem to read well at this angle, will try something else. Thanks for looking.
Update : Windows : https://dl.dropbox.com/u/1812933/VonBraun_0.11.zip MacOSX : https://dl.dropbox.com/u/1812933/VonBraun_MACOSX_0.11.zip Now the flashlight got a bettery and the power is decreasing over the time. You can now grab some batteries who will raise up your power. The batteries are spawned at random location with…
Looking sharp! I might have tried some paint on the panels to add a touch of flavor. Its overall very brown and grey. It all appears to be the same material atm. Could define the tracks as a different material and do a variety of metals on the mass of the tank just for a bit of variation. Was the base render for this…
The artwork seems to have more stylized proportions and forms compared to your reproduction. Are you going for an interpretation or matching the reference exactly? You'd need to define forms more (anatomy/musculature) and look into texturing (material properties in substance and skin shading) and lighting. Topology looks…
Hey guys! Just a quick update to the gloves. Previously the base mesh had no extra parts to the mesh to define the plastic guard, also the piece of material over the knuckles has been changes to better fit the reference. I am going for a kind of bulged trim around the outside and a mesh in the middle. Any crits appreciated!