No drawings or sketches today, but lots of references! I began thinking on the various non-human details I wanted to incorporate into the Siren's appearance and personality, creating a massive list of creatures that I streamlined into 14 different creatures, not including the central human template. Piranha: The first…
If by any chance somebody need the model, here is a link: https://share.fejes.dev/share/bft_tank Important: this is a high poly model, not game-ready as-is.
Have lots more geo. Imagine your mesh with some subdivisions, and without that problematic vertical sharp detail - once everything looks correct, you can easily get that vertical sharp detail by pulling an edge without much support loops.
Thank you for sharing and nudging me a bit. Appreciate it. I'm going for standard game asset, normal wear, meaning how it would look going into battle or in your inventory. It's been used in battle before for years, but not very recently per se. It should have evidence of being a vehicle for heavy use, but still clean…
@mettigel, They come from having sharp right angles and are just more artifacts from having a high and low poly with sharp angles and a different number of edge loops. The first page of this post talk about this in detail, provides pictures, and offers solutions.
Looks very nice in the lit shot. Are those firm lines at the side of the forehead from ref? Looks a little to sharp, but I could see that happening for some people. Ears seem a little soft -- accurate, but not as sharp as the rest. Nice sketch, congrats.
I added the fog a little bit, ambient occulsion, and sharped the image in photoshop. Personally like sharp pics. I will fix the wire after, and it's probably gonna be my final render, but still, all critics are welcome. Thank You very much.
Joost's advice is spot on, but just a few more things to add: The aperture you'll want to use will depend heavily on distance to object. If you're very close to a small object, F8 may not give wide enough DOF, so some areas will be out of focus, so you may need to go down to F16 or so. For large objects that are further…
cool concept, coming along great so far. Only crit is it looks more like a big popsicle than a sword... mainly because there's not way to tell that the blade is sharp. Maybe make the texture lighter around the sharp edge of the blade?