Yeah, looks pretty snazzy for a quick sketch, I like the flamey effect of it. I'd love to see it taken up a notch with all the finer details, could turn out to be a real gud piece
been learning how to kit bash and how to rig and create custom skeletons Also been doing some sketching haven't scanned most things in though, excuse the poor photo quality below
* Get idea * Decide it's awesome * Thumbnail around to cement the awesome * Sketch a concept out and fall into a pit of despair at the shit I have wrought * Abandon idea for half a year * Go back to 2
Nice, love the concept. Make sure to get that nice downward curve on the bottom of the helm like you have in the sketch, your low poly is curving forward currently and breaking up the flow of the design.
You should consider doing some thumbnail sketches to establish your focal point, composition, and lighting. It'll be a big help and doesn't take that long. Might save you headaches down the road.
tangentially related, this made me think of 'nausicaa, of the valley of the wind' with its fungal-esque, eh, fungi and things. What that means is that your sketches have a strong style to them and that you should continue these.
I think you need to do some more refined sketches before you go any further with this. Show us a clear and organized concept sheet. Outline each upgrade stage of the turret.
This was an old sketch that I finally completed in 3D. More practice at hand painted textures. Here is a high poly render and the low poly final render. The higher res images can be seem here.
Those sketches are great! A lot of character in them :D Your textures blend together a bit too much, you need some contrast, slight saturation and highlights to give them some "pop"
Thanks for the tips. I do tend to make too many subtools tho, but most of these models are to learn how to sketch and make something quickly, so I tend to keep the subtool number to a minimum.