Tombstone that I modeled for some substance practice. Most of the time spent was me trying to figure out how to do a clean model without knowing (a continuing predicament) best practices for meshes and then messing with Substance to texture and weather it.
Also want to add that the 30 round mag you have modeled isn't accurate to .mil-issued mags; instead of a continuous curve, they come straight down and then there is a radiused kink, kind of an 'elbow' in the body of the mag. Check refs.
Hi again, @Clark Coots - Thanks, hope you did get it, last day today. :smile: @HughieDM - :smiley: @ranzcross - Thank you. Here's a couple more WIPs I started and continued working on through the campaign:
Hope he finds continued success in whatever his new endeavors are! Like him or not, his designs helped to provide me with hours of entertainment and years of employment for friends and industry colleagues. Can't wait to see whats next!
Thanks for the suggestion kidintwo3. Something else I noticed, or failed to notice? Is there an easy way to "apply" shellMod to the output object? It could get tiresome to keep jumping into draw settings to make the output model selectable for continuing work.
Thanks SCB! That wasn't overly critical at all - that's just the type of thing I need to hear ;) I'll be making some tweaks to those places based on your feedback as I continue on adding clothes and whatnot. Thanks again!
Retopology. Im no Zbrush guy, but in my Zbrush class i choose to work with Zspheres rather than a basemesh, big mistake. I would say try to retopo this guy and continue on with the sculpting. Thats my best guess.
Those proportions are off. It feels overall muddy. You should fix the forms before continuing, and may need to scrap the armor even. You're not close to done, but that does you mean there's so much more to accomplish and succeed at.
If you are smart about the chunking and end up converting everything to polys, it shouldnt be an issue. The workflow I use is get a nice strong base mesh via nurbs, covert to poly and continue with poly edits and subdivision from there.
I do have an issue with having a real money shop within a full priced game. If it was a f2p game I'd have no issues with it. But this is a worrying development to me, which I expect to continue seeing in more and more games.