I think overall it's nice and the presentation is nice but it could look a bit more functional, maybe make the paneling and such seem more functional instead of having just a bolt in each corner. Another thing that could look cool and add some more depth and interest is having a sublte inset before where the glow on the…
Loooks coool, lots of potential like maverick mentioned. I can't help feel that because of the crooked feeling the composition is giving off (right pillars slanted and angled roof) that you take that direction further and perhaps add more crooked things/destruction to the ship. Other things to consider: If water were to…
this pass i had a bit of better luck with this, due to some stroke settings, however i am getting a layering effect, im wondering if it is the mallet fast brush causing this. @Tavor: to do the edges, as described in the 4th picture of the tutorial.. i dont use mallet fast. i generally use clay or trim-adaptive for…
*Heaves thread out of the earth* Cheers Nikolas3D and SladeDigital! :) @Prime8 I see what you mean, but the crude wraps are to keep with the theme of other bloodborne weapons that have them, leather would probably make more sense. Im back from my retoplogy/uv/baking hibernation! These pics are just blank albedos (except…
Update! Fixed some proportion issues, only slightly reduced the head and made the arms longer and baked out all the necessary maps for the clothes and body and I got carried away again and decided to try Substance Painter 2 to flesh out her uniform. Nothing final, just curious on how the final product would look like. I'm…
This is starting to feel right. Major trimming of the skull shape and neck size. Jaw line reworked, but is feeling much better. Mouth is redone. Nose is reshaped and more planar. Eyelids were thickened and rotated downward to make the upper eyelid stick out more thick just looks better. I extended the upper eyelidas well…
Looks cool, some nice texture work overall! My biggest crits would be to work on lighting and character. For lighting, I can't see much shadow in your environment, try to push the contrast between those and your lit areas like the torches more. In terms of character, everything is too straight and perfect right now,…
I think your low-poly cliff is just too low poly. Include more definition with the silhouette of the cliff like in your high-poly and then you could break it up a little with some smaller rock meshes. The high-poly could also use some Trim Dynamic and whatnot, as it's looking a little soft and like putty. :) Check out some…
Looks a little... blobby and soft. Try going over it more with some of the Trim brushes. I personally like using the Planar as well. Your texel density doesn't look even either, it looks like some areas are super blurry. This rock looks like it'd be one you'd see placed around on the ground, instead of being used to make…
Hmm I don't see any reason why he's doing that.. Just use Decimation master as others have said. That in-between step is completely un-necessary and will remove detail from your model. Dynamesh (at least how I use it) is more for when you are making huge changes to the topology in zbrush. For example, cutting deep panels…