@Alemja Thanks! that is what I thought, just wasn't 100% on if I was correct Brian "Panda" Choi when I finish reducing polycount, I plan to focus on exaggerating the sillhouette primarily with the size and shape of the armor, I don't plan to distort the body of character at all.. the anatomy is correct I'm not going to…
The way 3DCoat does gradients is pretty ideal too. You pick two positions in 3D space for foreground/background color on any part of the model and you fill it that way. Something like that for Painter would be pretty useful. We use gradients quite a bit. Sometimes you want gradients going in very specific directions across…
you textured this guy real quick...I really like how he turned out man...something about the sculpt in a 1 color tone bothered me, but I'm really pleased with the final result something about him does look kinda home-made as opposed to a government financed scientific suit of the century, however, he still looks cool. The…
Hmm, yes I think I can understand the process a bit better now. Thanks a lot Ark :) I'd like to throw in another question or two. I notice that people make hair sometimes by texturing extruded planes from the head, though i've failed to find any tutorials on this so far. Would anyone care to explain it to me? and things…
Bit more progress, working with Quixel now to create the texture. Experimenting with creating my own smart material so it'd be easy to share the armor on all those pieces using it, but I'll have to tinker with the mask, getting grease everywhere. Question for those who use Quixel: Do you usually make a lot of changes to…
I think I'm done with high and low poly. Low poly shield is 2500 tris, and character 6500 tris, gonna try and fit everything into one texture sheet, because half of the shield is mirrored with some parts asymmetrical, and character is also half mirrored except a belt and shoulder armor. right now with all those gears his…
hey @Boomer - our humans were assembled from a modular system. average time for a human was around 2 to 3 weeks but tasks were split between different people. for example, one artist would model the head , another the armor, another for props like helmets/goggles, and another the hair. the ADVENT characters were done in…
Well, after several iterations and painting so many squiggly lines that I'm seeing them with my eyes closed, I'm finally coming to a happy place with the camo netting on the four vehicles that park and fire from a distance: I need to add a bit of contact shadowing from the nets/ropes back onto the underlying armor. And I…
So far this is what I have. I generally work off of concepts I find or that are made for me, I did things a little different and just sculpt concepted. I have a lot to do and nothing is to final right now. Nails on front are not in teeth are not, eyes are not, there are no little details at this point. Just playing catch…
== Current WIP == WIP 01: Preliminary sketches. References I've gathered are primarily focusing on Cold War era Soviet military, Cherno Alpha from "Pacific Rim," as well as Tracer herself for element placement. The overall shape dynamic I want to create as a foil to the existing Tracer design is boxy, geometric, and sharp.…