A pose, it lets the modeler define the shoulders and they won't stretch that bad when the arms come down to a natural pose. But really, its a minimal choice and not something that would make or break a pipeline.
Seems you've lost direction because you don't have much prepaired. This can work out, but you're not master of the tools yet so this makes it hard to define the model on the fly.
im working on a nurgle pudge. its still very early .. just trying to define slots and and form a propper shape. after this i might do another concept for another hero.
Hey It needs more normals to determine what it is... is a little bit flat Also color variation and some info on the roughness to help defining the materials. Use more referencing for it! Hope it helps
OK, done with the base colors!! Dumping a few more refs here as well :smiley: I'm having a little bit of trouble with defining Taliyah from the background, but hopefully the shading will fix that!!
you could easily reduce the polycount quite a bit - just throw all the stuff away which isn't defining any shape, like the edge loop in the middle of each plank.
Nice work, I agree about the lighting. Some more contrast with the lighting could have defined the materials better (such as the rusty metal part at the front) but the modelling looks realy nice.
How did this title slip past my radar? This is going to be sweet! I like how the grass and trees utilize the game physics. Nice touch! I'll definately be getting this one.
bake some lighting into the textures - define these materials better, show some details how these weapons have been used, add dirt n stuff... ie. keep working on them ;)