the middle of the impact craters are still the same colour as the rest of the undamaged model. Maybe this is how your armour reacts to such a level of damage, or maybe it could have tarnished the armour colour as well. Up to you really. The feet of the model are very sharp and triangular,this could cause a lot of problems…
I do not like the head piece, it kind of silhouette breaking too. Since his head always points to the back creating some flow. The top left looks better as well as the one bottom right to it because it doesn't disrupt the head's flow and the basic silhouette shape. You probably should make some variations of those heads.…
The wear and tear appears to be random.. Materials dont read well too. All appears to be metal. Everything has the same scratches. You have to add wear and tear to the more prominent edges, and not just around screws, and ovrerall dings. The Mag Pull on the mag is actually rubber.. yours looks rather like painted…
I'm not an expert yet, but I did a lot of drawings so here is what you could do. But proportions are a strange thing, you can have strange proportions, like Bayonetta, and the character still looks great ( well for some people Bayonetta just looks wrong... ). The thing is, you have to determine the look you want to give…
Matcap is better, yus. I'd rework some pieces here. To show off her leg, it'd be better to change the cut of the robe and the leg protection. Just slightly enough to show that it's a robotic leg, without trying to shove it into exposition. I'd also scale down the right shoulders hanging cloth and instead focus on making it…
Planning I am basing the character's movements on it's reptilian design. Its movements will incorporate a lot of wave motions similar to how real crocodiles sway when they move. Also Reptiles don't have much rotary action in their arms an legs, I am incorporating this fact into the way the character is animated to an…
Part of the issue with newcomers making topology for characters is that you always try to make the topology fit the shape of you model. Instead, remember that you model can take on very many shapes, lifting either leg or bending at the waist will change the shape of your model dramatically. Your topology should reflect…
Nice additions, I like where you're going with this! That discman :icon60: Regarding scene action:: Her pose implies she's leaning back abit. It'd be great to see this reinforced into the image (by means of her leaning against something like a tree/boulder/ or any obstacle of your choice). It'll help to sell the idea that…
Hey thanks for the crit! =] I got some feedback that the pose the character is in didn't look natural. So I started to rework the pose and do any other fixes that need to be done. I realize this isn't a topic to show your WIP's, so I'll just link to my topic here on Polycount.…
Really like the look of the guy, extremely well built but from looking at the reference your arms and legs seem to small. On the character shown in the reference pics he has very long exaggerated arms and legs where your models dont seem to be exaggerated enough. There too normal I think. In your ref his shoulder to elbow…