Modelling on the S&W Hunter and car is good. Not too keen on anything else. Th udk scene is quite telling, the pumpkins stand out as far better than everything else. Balance is needed everywhere. The S&W gun metal could do with being lighter and having some scratches with edge dammage to match the models quality. The tudor…
i think you are following a wrong approach here. you ask others to find tutorials for you, without providing any information. by the second post you give all the relevant information yourself: you use maya, you use udk and you are looking for rigging and for weapon implementation info. most modern browsers have a small box…
@Jeff Parrot Thanks mate, I've been a big fan of your work for years so it means a lot that you like my asset. Thank you for the advice too. Your completely right and I'm currently on repacking my UV's. I started using TexTools after unwrapping was taking way too much time. I guess I got carried away :D . As for the tops…
Havn't been on the Dota 2 train in a while, but now that things are settled in my new job I want to jump back in. I came up with an idea for a ward that I think is clever, but very well may not be so I am super open to feedback. Just a quick update to get some ideas out there. 5 minute sculpt on top of base mesh, so lots…
I'm not a big fan of the symmetry in the latest gauntlet. I'd say it's a step back from the previous version in that regard. The added trim on the top layer of the gauntlet looks ace though. One thing that bugs me about your model is the boots. There is no way she could walk in them. How does the ankle rotate and the knee…
The way he did it was, Step 1: Make low poly Low Poly Step 2: Import to zBrush Step 3: Sculpt details, (while retaining the overall shape) Step 4: Then bake maps using the low poly from step 1.
Hi Y_M, happy that you find that stuff interetsing :) . To be honnest everything in those my material is pretty simple. Here are the main steps of that Overwatch Fanart : I always start just with the layout, working on what I call "naked material", the layout is never final but help me to find the level of detail I want…
okay so, a little on how i started out the body sculpt. i can't really say much as i didn't really DO much. i used the move tool almost exclusively, masking off areas to make things easier, pushing and pulling to get the right shapes. really, that's it. just pay attention to your references and the character sheet you made…
Hello, thanks to all your replies. -> BradMyers82 - I am actually working on my personal website, but it's going quite slowly, so that's why I keep updating deviantart, so I can have a place to show my stuff - For the characters (and basically all of them) I am not very used to low-poly modeling, these ones are somewhat…
@zetheros Thanks, appreciate you stopping by and posting helpful feedback. It is a portfolio piece, created as a hero asset for a first-person game. I agree with what you mentioned about the belt; it could enhance the effect of wear over time on the asset. I will take it into account for upcoming projects. I wasn't…