Hey man your doing fine with the modelling.. I tried the same thing, but didn't get things as you have them.. But perhaps I can help you with something else.. I'm currently working on modelling ALL of the Iron Man armors.. Your workshop wouldn't be finished without.. If you feel interested in a preview of the quality, I…
I've spent a few hours with Dynamesh roughing out the proportions and overall form. Two questions, how are the proportions looking so far? are the front/back legs feeling too far apart? Also, i've created a sub-tool for blocking out the shoulder plate armor, but i'm not convinced the sub-tool is necessary since couldn't I…
Kaburan - Good call! I think I got the faceting issues out of the way. And making the bevels larger helped make it feel heavier. ayoub44 - I haven't gotten to the smoothing groups yet, but i agree that it will make a big difference. Macattackk - I was a HUGE BF: 2142 fan! I'm probably going to go with something close to…
glad to help! And I'm digging the armor-- but I'm curious about the head--- it looks an awful lot like a head in Maya's tutorials... at the bottom of this page here. I also see a little bit of Master Chief in there, but then he's not a very original character design to begin with, so looking similar to that wouldn't be too…
Positively revolting. I hate it. In a good way. But I think you should take this idea further in the future. Build out a full-scale badass boss monster from this basic idea. One small critique, sorry this is coming after you are already finished but hopefully it's useful anyway -- an arachnids exoskeleton is like a suit of…
the only place the hexagons really bother me where they have a much larger pixel ratio. I feel like that kind of thing needs to be uniform. Also like others are saying, it might be good to limit its use a bit to either just the larger forms. or just the smaller forms. Also it might be good to revise the edge flow around…
Ok so now for some character work i've been doing as well. Again this project has been forcing me to learn so much new stuff that its slow going but extremely rewarding.The character is a form of big game hunter, his prey is a form of giant beetle/insect, his weapons and armor are as such mostly made from the carapace of…
because otherwise making a fantastical creature just becomes an excuse to not have correct anatomy or design. Even if something is meant to be outlandish or mythical it should still follow certain rules so that it may be believable. Skeletal and muscle structures are formed certain ways because it -works-. Nature didnt…
Looks great! Some suggestions: id beef up the upper leg in sideview, and detail the elbow plate a bit more...its just a sphere right now, add the border and shape it a bit more like a real piece of armor, but hey that's just me! I dont understand why you left those edges in the back upper leg, if they dont define anything,…
I haven't worked from orthos for a long while, and usually work from one 3/4 view. My work envolves a lot of hardsurface technical constructs. (vehicles, weapons, etc), what I usually do is start with some sort of concept model (made from primitives and simple geometry) to make up the missing information from the concept…