To infinity and beyond :) Man you gotta look at reference before you start modeling things.Your guns look like they are too thin compared to the real ones.Get 200 photos before you start and look at all of them and figure all the angles :) And when you have a good overview start blocking while looking at reference.
It's funny you don't realize how much work goes into something until you start working on it :( Here's my beginning stages of 3D blocking out. Started in ZBrush to get a start on basic shape language, exported to Modo to add more geometrical details and rework topo. Landing legs/battle cannons excluded....
Thanks for the feedback, however in this instance, I think I will push on with this as it is, and go back to Frank Tzeng's tutorial on my next realism attempt and really try to nail whatever I make with the medium forms. I do see what you mean though, and I agree. I actually started this model just under a year ago and I…
Alright! Between life and the holidays, it's harder to find time to post, but here's an update. :) Topo and UVs! My priorities during this stage have been, respectively: 1) silhouette, 2) good bakes, 3) deformation. Working with those organic shapes near the joints proved to be an interesting challenge. Once I have the…
I think the Game of Thones kid, wolf rider, and the dialog stuff are pretty awesome. Nice work! The first shot of the storm trooper seems to have a slow motion jump when he turns his head. I get that he's trying to hurdle the lasers, but it's weird that he knows what's happening behind him. Maybe have the laser hit the…
Totally agreed. And not in the "very brief scripted portion of game where you are 99% indestructible" sense, but "you generally ruin fools" sense. Things I love: - rewarding the use of lateral thinking rather than forcing the player to complete an objective in a single specific preordained way - sweet 3D UIs - villains who…
Well, looks like a great start to me. I am still learning myself so take all my advice with a grain of salt. Your environment as a whole looks way too uniform. The mountains almost look like steps. The world we live in is random and chaotic, its features in and around waterfalls are even more dramatic. A great example of a…
@jacopoS Wooo thanks so much for your extensive feedback! This is incredibly helpful - you help me with spatial aptitude. I updated the top hand topology to your 'one pole left' example. About the poles/5-6 legged stars: I was aware and unhappy with those, but there are a couple of reasons. - The basemesh is not meant for…
Well, what I actually wanted to ask was would it be easier to model it as high poly and then do a retopo insted of low poly modeling from the start? I would like to start my modeling right with low poly from the start but I have no idea which tools should I use so it wouldn't be too hard.
Rehplyx: I think it is a good start, but I think you should work on the anatomy and form before you start detailing any further. Quite a bit of the mesh looks lumpy or flat right now. Work out everything at a lower resolution so you can build out the forma bit better. Good start though.