What would help here would be seeing some of your in progress shots and some wireframes in order to help give critiques on your process, would love to see how you got to this point! Do you have images of your sculpts and your lower poly model?
For anyone doing the second concept, there is a awesome scene in the monthly recap you can get inspiration from. I know it's not the same style but I think the concepts are similar. Check out the link to see wireframes and realtime model. It's pretty amazing stuff. https://www.artstation.com/artwork/A6oae
Top down and wireframe: Solid view from camera: I stole the idea of the further pier being with a platform from Huw_Dawson. I think it's an old bunker or some such, though the railing on top... Anyway, it doesn't seem central to the concept, so gets left to "when polishing up".
It's looking pretty good, but there are some weird things going on a few places like for example on the right side of the front under the bottom two indentations, and on the right side near your details. There shouldn't be any pinching if it was entirely flat. Can you show us a wireframe of your model?
Looks pretty nice! I'm working on a nearly identical S&W .357 right now and thought I would look around online to see what other people have made. How many tris are you at? Any chance we could see the wireframe/textures?
So, finally manages to finish this one. Last I left if, it had a super lazy texture. That is now rectified. Here it is, in all its glory: The Scoundrel. As always, link to a full 3d view with wireframe: https://goote.ch/45ffa280dc31421c86ac3b68b8f5533e.scene/ And the 256px texture: Link again:…
Here is wireframe view. Bear in mind, that I didn't care much about the perfect, "proper" geometry. I want the result to be visible where I want it on the low poly, to save time. This is why there is a lot of ngons. But they all are in places, where it won't really matter on final bakes.
thanks proxzee, i tried tweaking the legs a bit, and replaced the feet. i also replaced the hands but there still sucking, anyone know of a good topology for lower poly hands? also here is a wireframe shot.. although the model in its current state is definately not intended for realtime use..
i think the main problem is that he looks too edgy still. maybe you shouldve spared some polys where it wouldnt have been as obvious and given them to the nose and eyebrows and the parts that influence the shape most. i could be wrong tho.. maybe post a wireframe?
About the statues: Maybe just scrap the wireframes and instead show the renders you already have, in addition to a couple shots in-game. I remember those statues specifically in game, and I thought they looked pretty cool. Looking good I didn't know you worked on Stubbs!