I dont think you need to re-start the model. You can just make some fairly simple modifications to the existing model to make it much better. Re-read Rhinkeys suggestions above. Clean up your topology to lower your triangle count. That shouldnt affect your UV's too badly if you're using Max. It is pretty good about…
Cool work man, looking good. You could do a few things to bring it closer to concept. - On the concept itself the jaw/muzzle of the head is pulled a little further forward. - The hair shapes you have on the beard look cool but generally the gaps inbetween are a bit lumpy, you could have sharper transitions between shapes…
One more post for tonight, did some touchups to the original. One of the main critiques i got was that the scene was too noisy so i lowered the foliage volumes and took out a lot of rock formations. Also wanted more of the sky color in the ground to harmonize it so i used the same technique i used to get the cell shading…
I met him at the Seattle Comic Con last year. He's a really great guy to talk to, not anything like I thought he would be, not nearly as dark and brooding as I thought he would be. I'm not sure how they would pull off a movie version of The Plucker. I hope it falls more in line with the style of Pans Labyrinth then 300…
this dude looks pretty cool. You have some nice stylization going on here. I think he'd be more aptly named the emperor of and overly busy texture, though. Everything has such a high detail frequency that nothing at all is catching my eye. No focal point really. If this were mine and its textures were not etched into…
This is one of those things where if you have to ask, then you just can't do it. There are lots of rules about how to build a monumental figure, or how to draw humans in general, but they're just a starting point and if you try to follow them precisely your figures will look odd and lifeless. Only through years of…
Solid stuff, marshmonkey. I was actually thinking about this game about a week ago and was wondering how stuff was going with the project. It's awesome to see this progress and now with the open beta coming, it's an exciting time. I'm looking forward to giving this a crack. fang: Just a few crits on your head gear design.…
I think you answered your own question when you mentioned that poly counts etc will vary greatly on next-gen consoles. Some titles will showcase detailed, pixel-shader laden artwork, others will get by nicely without any such advanced tech, and plenty of others will split the difference by using pixel shaders but won't put…
4 k texture perhaps is too much really . but two 2k UDIM ones I think would be perfectly ok for modern texel density . After all the sky is a half of a screen and pretty important visually and you don;t want to see something blurry next to your hi res world. Especially that stripe of distant sky over horizon line which…
Overwatch 2 Reinhardt Development | WIP | Spent some time making Reinhardt weapon assets (Rocket Hammer and Energy shield) Found some missing details looking back at my references, won't take long but ready for retopo, and then finally texturing in substance painter. * Clean up Reinhardts Armour (legs and Back) * Clean up…