So disclaimer: I have no idea how Fusion works...but for the sake of spit-balling some ideas that may help: Can you export the fusion model in separate chunks so that the remesher has an easier time? Then just boolean the results where needed with some small manual cleanup. It looks like your model is mostly primitives…
Hi! Insteresting design. I think you should work on the secondary forms a bit more. The face looks a tad flat. The eyes could be pushed back a bit more. The nose could be pushed out and have a more "flow-y" form, etc. The transition and proportions on the shoulders could be improved. The silhouette of the torso could be…
It's not a bad piece overall, but there's a lot of small issues. The stomach area should have a crease along the center leading into the belly button, the sides of the abs are too well defined for the center to be flat like that. The hands look unusually flat and the fingers too thin. The legs and hands are quite low poly…
Looks great, I think the reel could be condensed to around 1 min and props etc... should be at the very end Also the axe scene the blur looks fantastic but I would like to see how it looks without motion blur, perhaps a different angle The samurai scene the sky is way to flat, texturing that could help. Playing with…
Your flat shades are too soft, and like someone carefully made a gradient with coloring pencil. Borderlands buildings are more like layered flat stencils of color, with higher contrast between adjacent blotches. Take look at the sheet metal around the vents above the door, and at the chimney(?) plates. Also notice that in…
Here's the latest progress on the sculpt and polypaint, this time as the sculpt alone, the polypaint on flat colour and the two combined. I painted the recesses using cavity masking and started adding a mottling of colour variation into the main base colour, as the white and greys looked too plain. For example, I added…
Biggest issue is that the skulls do not look like they've been made from wood or metal. And for real skulls they are to flat. So it seems unfitting. I'd revisit the skulls and make them look more like craftes from metal, with the intention of being rather flat. Like the metal edges of the shield itself. I know you are…
10/10, would jam. I'm not a big fan of those holes in concrete though. they look very obviously photosourced, very flat and probably out of scale (too big compared to the bass). The fact that cables that go over them are 100% straight emphasizes their flat nature. Not to mention that installing stuff on a heavily damaged…
I would suggest first do that bendy leaf shape on a flat surface, rather than straight on the cylinder, make sure that the outline stays in a flat plane. When you finished with the leaf shape use a 'bend deformer'(in animation menu) to bend it to the cylinder shape so that edges barely intersect with the cylinder, and do a…
ok, I widened the door a bit, but I think I made the whole thing to thin. I have a couple of questions as to what should be modeled, what should be left to normals, and what can be cheated with flats. 1) The brickwork: after staring at this building for a while I realized that the brickwork on the original is very well…