Hey, based on the concept you're working from, it looks as though you were aiming for a more realistic rendition of the character, so I won't crit that at all. I do believe that saturation and value levels of your materials are far too uniform. Personally, I find that the armor just strikes me as far too saturated. I'd say…
neox: im not sure i follow ur question. doesnt the technical stuff make something what it is? :/ or am i getting confused. in reality vikings did not have nor used anything this guy has but the idea is for him to be a viking. i got some ideas from random viking references, exaggerating their armor and weapons. yes this…
Worked on the legs and the waist, I hope it looks better: And the boots are complete-ish modeling wise: I'll get to work on the face and ear now, thanks for pointing out all this stuff :) Wyvern is also not done yet. There are stuff like the mount and the collar..maybe some pieces of armor...err nostrils still, some more…
This looks great. The highpoly and lowpoly are excellent! I would however really push your materials. Nothing really reads as anything other than a very matte metal. The visor looks very simple and would look much nicer if it had a higher reflectivity much like master chiefs visor. Same with the light blue metal armor…
Use other people's work to draw inspiration from, but don't use it as reference. At best you just create a copy, but you also might pick up any of their bad traits/mistakes as well. Try to find multiple models or concepts to draw inspiration from, but also find yourself some real-world reference of anatomy, maybe some…
i hate you... (not really) dude the farthest i got was to that like floating platforms..blue cliffs type of thing? god it's been long. I do wanna play it as well. the golden armor and the crossbow are bad ass together :) there's so many secrets in that damn game, i know that if you just jump in certain areas you get chest…
And on to the real-time assets! So in the past I've done a lot of texturing in Photoshop, Mari and 3D-Coat but have yet to finish something in Substance Painter. With that in mind I am using painter to complete all the texturing with some finalizing in Photoshop. I used Modo for all the retopology and UV work. UV layout…
Hey Cje thanks man usually Malphite is a rock type character but in certain skin themes Riot kind of brakes the theme of the champion, so I tried to carry a certain type of riot skin theme into the malphite design. He is going to be mostley bone and skin and he will have some armor I think. and for the "fins" I think you'r…
good call with the first idea. what i meant with the proper tech skills and that this wasnt meant to fit in the unreal genre, was that im making an RPG level, meaning, its not going to mesh well with guys in weird armor with big guns. other than that, its going to be just as efficient as any other unreal level. Considering…
Got to worked on some of his armor/accessories. Knee and shoulder pad not done yet. Just started the head, having issues making his jowls. It's much to fat and blocky right now. Yet another quick question, how do I combine geometry in 3DS?, I need to actually start attaching body parts now. And i need to know how to align…