Hi Peter, Great work so far, I'm a big fan of the chest anatomy and how it connects into his shoulders. A few things that immediately stand out to me when looking at it: 1. His feet\ankles might be too small. I can completely understand you wanting to stay away from the big clunky feet that you see on a lot of characters…
Well time to strip! Hi there. I'd like to believe this is a great resource for anatomy things if your covered up model needs it at all: https://www.artstation.com/anatomy4sculptors "focusing on anatomy" Clothing: (random but informative find) youtube link. Armor: (people find these useful) YT link. C&c: Looks alright, img…
This project is now complete. It can be found on my Artstation. Here are the final renders: Original First Post: Hello. Since we're reaching the halfway point of October, I wanted to start this thread to get some feedback on my current project. After making a bunch of armor sets over a few months, I wanted to take what I…
You will run into alot of resolution issues. You will want to subdivide more, but not have the memory to do so, as you have to subdivide the entire mesh not just the armor pieces. You won't be able to get nice clean edges for your armor pieces. Your bake will be very muddy. The quality of the sculpt can only go so far with…
@KyleReeceHall Beautiful render and this piece is really coming along! bellow are my thoughts on how to more forward, tell me what you think! +++ Too barrel chested - consider making the chest armor a bit
bigger to bring out the shape the top part of the boot plate is angled not straight the back of the boot is rounded to…
Here's an update I have. I think I pretty much finished all the armor base now... So I will get to work on the armor details now especially the decorations and maybe ... whatever steel texture is ... I'm scared... HELP! I'm not confident in sculpting onto hardsurface stuff... Unlike clothing that I could just do it over…
If the chest of the actual character goes completely behind the armor with out some reasoning behind why it would to that is a bad idea. For one it wastes precious UV space where it could be better used providing resolution to other parts of the mesh. A second reason this would be bad is because it complicates the process…
Hey people I have (yet another) UE4 project (that will inevitably get mothballed and forgotten in the future) hugely inspired by the behemoth tank in the Battlefield 1 DLC, and BF1's train behemoth itself. It's been quite a quick turnaround so far, with most of the work shown being done over a long weekend with my place to…
This one is model using for game, cause it gonna be use for some cutscenes and game menu so i have i have to increase its polycount, it will have some LOD models using for gameplay later . The reason i split it into parts cause i think this one is wearing armor so i if want these splitted parts wont be deform by skinning…
Using Blizzard-style art as inspiration is good, but using them as primary references without understanding the core concepts behind arms and armour is bad; you'll be copying and incorporating their lack of understanding into your own work without realizing it. In the early 2000's basically nobody knew how armour worked…