Do not feel down Sai the process is long but always worth it! i like where its going it feels allot more i guess green and warmth then i thought it would do, the practical elements really help!
[FONT="]Yes cos that such elements are inside the mount not outside, Bristle protect downward from the middle, the up body is more aggressive the low body is more delicate and sexy ;) [/FONT] the low body is more delicate and sexy ;)
@AkiRa: Thanks a lot man. Clean industrial sci-fi that's exactly what I want to achieve. It's time to show some progress. I've been working on corridor's supports this week. Also replaced some placeholder elements.
You are discovering what "modularity" is. A lot of modelers unwrap an object they plan to repeat several times. All of the information including UV's are translated to the copy, so you can essentially use one texture for the those repeated elements.
I meant make them to sub-objects. I think the main problem is about the poly limit. With this budget, better if you make something smaller and less spherical/cylinderical shaped stuff, with simple planar floor elements.
It's in a positive notion, everyone loves minecraft, so when a game pulls elements from it, people are happy. The human brain is built around making references and connections, it's only natural we do it with games too, it's not all bad.
Hopefully this helps. Overall the lines are for harmony and to show where the different lines of the face are different. Overall the face seems too long and not as full as the david face. The size of the different elements are off and the points that are supposed to line up, dont.
You really shouldn't worry about small details, support loops, and turbosmooth until you've finished a blockout, preferably of the entire gun. Take things one step at a time. Focus on blocking out the major elements first.
Started adding some small elements around. To save some polycount i will add a few gear parts on the front and add a gear image on the background as a mockup for extra shapes.Also adjusted the main tank's height and the pedal's length.
I don't play WH, so I may be off base here but compositionally speaking everything is very vertical. The only element breaking that pattern is the crystal altar. It feels like there could be more variety in the vertical silhouettes.