New update! I've painted quite a few bits this week; the rocks, seagulls and windows most notably. I have chosen to concentrate on the front-view for now, as it's helping cement the painting style in my mind. That way when I come to paint the back-view, I can make it suit the art style better. WIP…
(Before someone else says it.) What you are asking is basically like asking how long a piece of string is. How close is the viewer going to be viewing it at? Are you just modelling the outside, the hull and deck? For the ropes etc. I would just use a single strip for the most part, especially one's far away from view. Is…
Oh it's just my opinion. Others might disagree. I just thought that they might look pretty similar (especially from top view because from the current wip it looks like the lower jaw is bigger than the upper, which would make the inside of the mouth visible from top view - much like for Greevils). I suppose that you could…
Thanks for the reply, nufftalon. I agree that the gun is rather plain when looked from 3rd person view. The gun itself is plain in real life. Here is the FPV. I added the handle to give it some visual interest in the 1st person view. I will start working on the low poly unless anyone has something to say about the high…
This would be the highest LOD game model. I haven't started on the normals yet. It'll be used as a hero weapon, lots of optional parts, so the polycount will be a little high. Usually I find photo reference, start with as close to an isometric side view as I can, and start building up from a simple cube. I'll use anything…
I feel like the idea of your senior project is a bit cliche and boring. And you started off by giving us a side view? And no concepts? His ankles look fat and so does the length of his head (front to back). The back has a bit too much it feel like. Can't really critique much else without some other views and maybe an idea…
@Elithenia Most of the times 90% I work in perspective mode (27/28°) but sometimes I go to check in orthographic view. when I post the side view is always in orthographic. @Prabh Also I'm behind! I started from the 8th day. I will do the first seven after we finish. In this way I keep to do 1 every day for 30 days. so,…
Thanks guys! I plan on reducing the size of the shoulders. They will probably be somewhere between the scale they are in the front view and the back view (leaning closer to the back's size). Honestly, I have been thinking of doing a redesign on the shoulders, but will get to that when I get closer to modeling her suit. For…
...Er, ofc. Its a trick of shadows. You take a high poly model and a low polymodel. You use a cage which pulls the data from the high poly or something similar. Which uses rays to bake down what the highpoly is like from a front/top down view. You can also have floating geometry where the baker only sees the top view and…
ps3 or xbox 360. it matters not.. the question is the resoultion of the game that is going to be played + average size (pixel occuping space) of the model viewed most of the time.. When you build just one model . it matters not how big is the texture.. but for the game, it's a different story. How many characters, models…