those heads look pretty cool, but gray parts of helmet are possibly too desaturated. pinkish parts could use some complementary colors. lighting on the hat seems less defined than lighting on guy's face.
Oh, this looks fantastic! I'm glad to see so many great artists have decided to help out, and I hope you get to finish it! If I had the time, I would definately help out :/
Nice material defining on the sculpts, I really like them. Outstanding details on the Moorish door, would like to know more about wip process of ornament detailing. Alpha planes or poly modeling or something else ? :)
Yeah I definately want to add a personal style to it. I'm either going with racing style(logo, stickers, team) or scout bike(dmg, tools for scouting, camo-style) But thats a long way off yet.
These are two models that I am integrating into the scene. Next is blocking out more of the Two Tower's structure and then some more defining props. GEIGER COUNTER Doomsday Canister/Makeshift Bomb (Inspired by Mission Impossible 3)
A return to figure drawing. Attempt at the filtering out of non-critical details. <img src="https://www.polycount.com/forum/attachment.php?attachmentid=4251&stc=1&d=1333929838" /> ... yeah I definately did not do that right.
I'm using Blender for retopology, and it imports ZBrush tools as an .OBJ and splits them by polygroups if I have defined them. I usually have high poly models for upper and lower mouth, separated for easier retopology.
I'd like to test this out, honestly I'm a bit skeptical. How does it figure out whats plastic, what's metal, etc. I guess you go define the material per each color region?
Okay after digging I've found the "trimleft". But the problem I'm running into it how to define the quotation mark as being the thing I want to trim. trimLeft stringy """ Isn't getting my anywhere, not that I thought it would.
The auto topo works as a good starting point but you did not use it that well. You should have defined edge loops through out the body as well so you would get a better flow of polygons.