Hey, this is a good start! First thing that caught my eye though is how monochromatic the textures are. Both look like the wood was painted in grayscale then colorized. Next thing I saw was how the lettering doesn't look like it's painted on wood. There shouldn't be any paint in the cracks, the font is too clean and…
It needs a lot of work to make that character pop. One useful thing I've always done is find a basic human model and import it in, and match up your edge loops to mimic how it stands. Right now, especially in the side view, he looks extremely stiff. With something that's a bit human, you have to remember even in armor they…
How important is it to be that way? You could always redesign it slightly to make it loads easier. If you cap those holes, add geo to the cap to make the form still work, and delete the back polygons it would simplify it. Not only would this be easier to work with, but it would also save a good amount of geo. If you do…
I agree that is looking really good. Wouldn't mind seeing another image with it tiled a few times see if there are any hidden repeating shapes or areas of color. My only suggestions would be to add some more of a darker value along the edges of your highlights to suggest the core shadow. Another layer for the spec on the…
Actually Modo's smoothing groups are all right for soft/hard edges, but the discoverability is pretty bad and the implementation is a little weird. It's in the menus, under Geometry->Polygon->Set Smoothing Groups, and each smoothing group is a letter or number. So for example you could have smoothing group A on one area…
I hope this explains it clearly. I don't know how useful it would be on Curvature but I'd find it very useful on Straighten (both example GIFs are Straighten). Unconstrained Straighten creates the shortest path between the two end vertices. Constraints - Edge - Straighten would constrain it to the surface's edges. In the…
If your normals are averaged the cage will be continuous. On the contrary, if you used different smoothing groups for each face ( which occurs in a cube ), the cage won't be continuous: For organic models you usually want a continous averaged cage. For non-organic models like a weapon, industrial parts, etc... you may want…
Hey Mike, you did a good job on the tut, looks great, the cases are ok but you need a specular map badly to help bring out the metal, the same goes for the last piece. However the biggest problem you have on the black piece is the seams on the hardened edges of your mesh, you need to seperate the UV's where the hard edges…
You're right, the butt and shoulders do need working. The edge looping/detail in the ass is unnecessary, just stick with a grid layout there. The shoulder is very busy and has little flow. There are several other areas where it looks like you've pinched off edges to save on polycount but the result will be poor deformation…
You can get sharper edges to those rocks by using the pinch tool on the edges you want the sharpness, you might also find its worth spending more time with the clay brush and alpha 28 ( the square) , set the focal shift down in the -50 range and it will be sharper again. I tend to use a LOT of clay brush then sometimes…