I think you are on track for something that could be interesting. Right now I feel the first pan is too slow, I lost interest and skipped ahead. I don't think it is as much of a lack of perfection, as it is a lack of focal points or POIs. Do you intend to add objects or areas of interest a long the pan? 1 or two might do.…
You may not need that amount of polygons for many static objects as you would be passing by them pretty fast I'm assuming. It might be worth it to also further optimize the meshes and rely more on stronger normals to push the features. They player would be seeing it a rate of a blur and also be more focused on staying on…
Is the animation intended to be that fast in the finished piece? I see 5 poses. If confined to bone anims only, I would suggest making a short cylinder (height of the electric texture band), weighting the top vertices to one bone and the bottom verts to another bone. Then just scale the two bones in/out and move them…
Thanks lamb! I based it off of Faf's workflow for the tileable textures http://www.polycount.com/forum/showthread.php?t=125737 I applied it on geometry to cut it off. For now, the latest image was to show where I am right now. It wasn't intended to give that plastic look, so I'll most likely adjust the materials as I go…
Thanks for your comments guys. As requested below are the wires :) . I have only managed a small update. Added some detailing to the wire as mentioned by smo and worked up some bits around the rear of the model. I definitely intend to add welds and other similar details. I am unsure about whether or not I will be adding…
@oraeles77 Hi! is there anything specific you would want to see texture wise? i can happily show you examples of the texture maps, as well as in substance painter if that would be beneficial to you. LIGHTING UPDATE I spent a few days working on the lighting and post processing. I'm getting there however i would very much…
Cheers Eric, appreciate the comment. Yes, I have some more breakdown examples to show. I also, have the Sketchfab model/animation cycles to post, and some UE4 screenshots. I also intend to do a short 'making of/workflow overview' video that I'll post. To be honest the whole project went really smoothly without any…
ScoobyDoofus, I want to thank you for the reality check. I had intended to keep things "real" with this character. But the more I was working on it, the more I got comfortable with how it was looking and didn't think to take a step back and bring it back to where it should have been. I totally agree about the fact that…
joesfield, thanks. Yeah the face was my intended focal point, but I think I can probably add some roughness to the texture a bit as johoythottle has mentioned. I added some subtle brush strokes for texture to the roots, I may be able to push it more if I need to. Orb, awesome tip. I added that green channel lighting…
Aloha! I'm the third guy working on this project. I recentely finished two of the main models and I'd like to receive some feedback on them. As there are going to be 4 weapons in the scene, I'm currenctly working on another pistol, which will be uploaded in the near future as well. I'd like to emphasize that I did not…