Been trying my hand at this scene, Also this is the first time i have posted any of my work on this forum, So please go easy on me working on highpoly at the mo, still very slow so i dont think i will get this finshed in time to get in to lowpoly and textured and in game engine by the end of the comp. But would still like…
Agree with the speed up, I also would like to see his arms "straightened out" when he pulls it outta the ground. shoulder blades could show some elasticity too. Further nitpicking; turn on the trajectories (or motion path) of the blade and make sure it goes from fast to slow, it seems to wander a bit after it comes out,…
So today was a slow day, I have made tree different meshes for the body of the latest muzzle break, but am not happy with the result, so here are a couple of images showing how I solve the topology for high poly right now and you will notice that after I apply subdivision surface modifier, the top slightly bulges out. Any…
Holy moly! lol Now thats an update! The pics are a bit too large....takes a while to load .... its even longer to load for the gifs. Heres a good tut on how to handle the speed of gifs: http://www.photoshopbuzz.com/1161/speed-up-slow-down-gif/ That aside, this is really awesome! :) I was wondering when you would post. Way…
I agree with the others that you should show us every part of the process, starting with the basemesh; as well as post wireframe views. you ARE getting better man, but it's a long and slow process. Are you using reference? for anatomy and cloth and such? You really should be using reference for everything, unless you're…
Edited the head more. Hopefully it's closer. Threw some quick polypaint texturing onto the sculpt to see if it changed anything. Found more references for the head and more interesting skin texturing from the Dead Snow 2 film. Thank God they had some decent close up shots. Thanks Charles! Going to sit down now and do the…
Thanks a lot for your message, I found your perspective really interesting and it actually resonates a lot with my own thoughts. I didn’t mention it in my original post since I was mainly asking for portfolio feedback, but on the side of my current 3D work, I’m also building an indie game project with a friend I met…
I've had a lot of my play lately, hadn't hadtime to get back to this. Oh and I did get your pm as I was putting this together. Yeap, seeing this layout the scope is out of the range of assets created. To keep things short, you've got a big ass room and not enough art to fill it. It's fun to dream about huge team maps, but…
I was able to find a solution, but it was considerably different than what was described above. The critical requirement here is that I am using a combination of Substance Designer and World Machine to generate a high res mesh that *already has a texture set*, i.e. albedo, normal, roughness. The goal is to generate a low…
Thanks everyone! I think it's a bit too early to say things are looking good, heck...I'm probably going to ruin the scene now :poly124:. I appreciate the words of encouragement though. Thanks Leleuxart! This is exactly how I've exported my mesh from Maya, with multiple materials assigned. In the content browser, the mesh…