360 GIF of current progress, gives a good scale of how everything fits together. Please excuse the quality: https://gfycat.com/LongUnsightlyAfricanwildcat And here's an update on how my kit is looking: Main changes so far include addition of the wire-kit, rehaul on how the wall panels are set up, and some small props.…
Likewise. Ive spent the past decade with 3dsmax. .. though, I still remember that unnerving feeling coming over from XSI to max . I really loved XSI, especially the way they utilize the three mouse buttons for the translate/rotate tool (SO awesome for speedy posing), it's too bad not many game studios that I know of use it…
So this was not as successful as I wanted, but I've been super busy and super delayed on getting back to this. Will be going through and trying to clean up, but I need to learn how to use Zmodeler tools as well as getting a lot better with polygroups. I think if I had polygrouped and made the arms a lot like how lotet made…
The model looks very good, but something did not feel right, and from my conclusion its the materials. The roughness is too similar for various materials. The Colored parts feel very flat, the worn parts seem to have the same roughness as the painted ones. The rubber has almost the same look as the painted metal / plastic.…
Hey, thanks for your reply and for the sugestions. I'm not going to apply anything from that to this character because what I had in my head for this guy is allready done, even though I'm not completly satisfied with him and it has it's errors most of which you noticed yourself, his soulpurpouse was to help me practice…
@Shyralon & @jimsvanberg + everyone else, thanks for all the comments. I wanted to answer the material questions. I'm using a tweaked version Hazardous's Rim Skin material one of the best stylized skin materials out there. I'm also using Grant Warwick's Worn Gold material from the zbrush matcap library online, found under…
Sorry about those ortho shots! I am definitely gonna get the bolts and seem lines done after work tonight. I think I'm going to maybe just keep the fixed fins in the back like the ref above looks. @North: Since I hadn't modeled in awhile, just getting the UI down and hot-keys etc, took me over an hour. I would love to…
Hey everyone, thank you so much for your crits! - TP dispenser fixed (added more tri's) - New cube map baked, adjusted for more accurate mirror reflection - TP roll distorted more - Cabinet handles increased in size by 10% - Floor normals enhanced slightly - Toilet error fixed (the problem was actually a low res lightmap,…
Do you have a spot of alpha texture left? You could use it for the top row of bricks, and the spines of the roof tiles. One other thing I think the textures need improvement on: color variety. I also agree with the non-fittyness of the bell. Aside from that, the text is very hard to read. And personally, I don't think…
I did all of the texturing for these assets as well. We only had an environment art team of about 3-4 people for most of the project. I plan on posting some texturing shots too for some of the assets. A lot of the look was developed in Unreal through some crazy shaders so it's a bit harder to get 100% what it looks like in…