Do you actually mean attractive? That is definitely a subjective element and shouldn't have any bearing over the piece. Unless of course "traditional" beauty is the aim. She looks fantastic so far Jacob.
This scene evolve pretty good man! I like how you add new elements that the concept doesnt have, That add a lot to the scene :) can wait to see it Done :D Cheers!!! Lucas
Looks great! But there's not much indication of scale that I can see. Is it skyscraper sized? Human sized? Normal power drill sized? If there were elements that indicated it's relative size to a human it could help a lot.
Center wood, just carve out the BIG crevices. The noise and other elements you could just paint in yourself at the texturing stage, or if you're down to be production speedy, just pull it from the concept.
Incredible assets CharlieD! I have a question: the most detailed elements like pipes, that you reuse in your scene, were created separately and then have been included in the wall/floor panels, is it correct?
i think it looks abit too weathered for a object of that scale. Depending that is if its to be placed outside in the elements or inside. Maybe keep the weathering low down on the model thou, with hints of chips and nicks throughout.
This is looking better, as you've mentioned the textures need a bit of work, wouldn't hurt to add in some elements to the environment which sell the feel a bit more, the fog isn't doing it for me at the moment. Stu
very nice work, love the hand painted looks. Would like to see more of his apparently crazy legs. They seem like a major element of his form but we can't see them.
If you unwrap an object and then clone/instance it, the clone inherits the same uv space. (if you select element on those uv's and move them over you'll see, there will be an exact copy under it for the copied polys)
I really like what you done with the back element, very dynamic and impressionably unique. I like where you taking this. I would like to see the sketches of possible staffs for this guy?