Thanks a lot guys... I think I'm way too focused on perfecting this piece that I can't even see it clearly anymore. I'll take a break from it and wait until tomorrow, do any last smoothing I think it needs, and try to get myself to move on from it. Biomechanics, huh? That could be interesting... I'll have to get my hands…
I have to agree with the others. It just looks uncomfortable to hold. The grip could be more rounded, and not so boxy to conform more to the hand. The hole behind the grip is for the thumb to wrap around the handle (which I'm sure you are aware). I would make the hole larger and (again) more rounded. Like in the last two…
Thanks for the feedback Revocare! Definitely some good pointers. I tried to integrate them in this latest image, although looking at it now I think I could push it even further. Here's my latest update. My plan right now is to wrap up sculpting soon and start lowpoly work and doing posing. A very important aspect of this…
Nice work! Some alpha planes might help you with the fur and maybe even save some triangles? As for the blending, If your talking about the symbols on the clothing, they are a tad bit hard to see on the lower body.(The character vs background looks fine.) Also, I think the hat is standing out a bit too with it's…
it obviously comes down to the asset, for single weapons double smooth speeds up hard surface modelling a lot. not sculpting but retoping wrapping and giving them thickness speeds up that part as well. Without knowing how you work it is hard to say where you could improve your speed :) the most logical time save is…
Thank you guys! I appreciate the feedback. In Zbrush I added the stock belts, leather stripes holding the knife, some fabric wrap on the right limb and front knife, tape on the front bottom handle and surface graining on foot stirrup and handles. The textures were done in Substance Painter. The blades are made…
If I were you, I would look up some articles on Component-based design. This is the model that Unity utilizes in its general structure. Understanding component design principles will help you wrap your head around how Unity works, and will help you to keep your Unity projects efficient. The good thing about component…
konstruct: thanks for the feedback! you are absolutely right, that is a great reference video you have attached, definitely some things i can borrow from there. My hope is, I plan to wrap this up in the next couple of days and start on something else. I may end up just changing the name ;) Larry1: this being my first…
Thanks Particle. First I made a high poly with tape and cardboard wrapped around the grip using the techniques discussed in this thread: http://www.polycount.com/forum/showthread.php?t=131518 Then I threw it into Topogun to get quick precision in the low poly. But the meat and potatoes of the effect was placing pictures of…
Thanks @Eric Chadwick for the front page feature! @Felixenfeu I agree. Doesn't look very edible aha. I'll mess around with the material some more. @Dudestein Thank you! I'll do that for sure. @Raane I'm using a displacement map for the waffle + vertex color to mask it out near the edge. Blender's simple deform modifier was…