@Darkleopard Thanks :D Your right, the stone seems bit too clean for my likings :D I'll definitely be changing the textures to match the concept more. Ground moss definitely needs alot more work, I really want that darker green into lime green like in the concept, need to fiddle around with the vertex painting a bit more.…
Often times what separates a good model and a great model like this comes down to how well you execute your bevels and lines. Right now its all over the board. In some areas you have blobby melted plastic looking edges Other spots you have much cleaner looking lines, but then the consistency and size varies quite a bit,…
Hi richkid, welcome to Polycount! Looking quite good so far, I like the overall design, not what I was expecting The shapes are nice, but the geometry could be optimized some more. For example you could collapse a few edges in the collar, I think you also have a few too many vertical edges in the abdominal region for what…
Hmm, he's good. Few comments though... I find his overall design to be quite unoriginal and boring. When I first saw this guy I immediately thought of Gorge from UT2K3 with a splash of Warhammer 40k marine. I see a lot of sharpened detailing in the grittiness of the material used to create his armour, but no depth…
Thats a great idea and an amazing WIP already, nice work! Crits: - UV stretching on the chin strap is turning the metal circles into ovals. - The hat reminds me Ed Norton's hat in the Honeymooners, which kind of adds too much humor to what looks like a serious model. I can't tell if the chin strap connects to the hat or if…
Hmm, well looking at that wireframe, I would say you don't fully grasp the ideas behind SubD modeling yet. It's mostly the front that seems like the big offender. The rest of the body is OK, the flow there is actually quite decent. If you look at the side reference, you can see the front end of the wheel arches bends,…
Hi Shrew, Your choice is a good one, quite simple with interesting details and dangerous as makeshift weapon. About the model, there are some glitches. First is the shape of the head on the left in your picture, it's a bit off. The reference isn't much clear and you could be easily fooled. Be sure to find as many refs as…
Yes, sounds like you're on the right track. Your basemesh should be 100% quads, and try to avoid "poles" of 5+ edges running into each other since that can lead to "pinching" in the model when sculpting. Keep the quads a fairly uniform density over the body, and be clever about adding more detail where it will be necessary…