Your lungs are just like any other part of your body. The more you use them the more they break down and build back up. just like if you are trying to get your muscles bigger you need to tear them down (they hurt for a while) and then build them back up. Your lungs are no different. I'm sure the smoke is not helping things…
Looking pretty good so far keep at it =) With polycount if no one responds you can assume one of two things. 1) You're doing a pretty good job and if you keep working on it, you'll get to a good end result on your own. 2) You're doing it so wrong that anyone that happens on your thread, leaves clawing at their eyes. Either…
You can accomplish good shape even with limited polies. It's probably in your best interest that you use some reference images. You can go to http://thnom.tehunlose.com/model_resource/ anf ind a face that you like, then import it into Maya and match your geometry the best that you can. As for what I can see wrong, the…
Here's some more concept work: Ellie's gone full gremlin- she's, like, four feet tall but is built like a bunker- this helps her quite a bit with her defensive capabilities. She's gotten a major alteration to her hair, as well- I think the simple spiral bangs work a lot better and are much more fun. Van is now super thin…
Thanks for the comments guys! SaferDan- Yeah, I'm still planning on adding the mountain and all that, I really want some impressive lighting and atmospheric effects in this when it's done. Right now, the lighting is about as basic as can be, I haven't really messed around with it at all since I've been focused on just…
Looks like a good start. Big kudos for doing the rough composition before you start your assets. That's good workflow for sure! :) I would throw some quick lighting in there to see where your shadows will fall. The reference image is overcast but you'll probably want a stronger directional light in your scene. The…
I think I know what is making the panels so tall. The lighting and color of your reference is blending the undercarriage in with the body panel. You have to look very carefully, but the side image has the frame and exhaust in it. They make the panels look taller than they actually are. As for modeling techniques, there are…
Hey all, long time listener first time caller. I used to do a lot of low poly work back in '04-'07 with 3dsmax when I was a teenager. I was mostly making character models and environment props for quake3 engine games. Everything seemed so simple to me but now I feel lost and confused about where to pick things up! I put…
Man, you're absolutely capturing the Ekren style with the character already. I think one thing that you could do would be to maybe try pushing certain aspects of the silhouette to pump things up even further. Right now all of the shapes look like they're where they need to be, but it also feels like it's playing it "safe"…
Hes looking good. A couple of things: - His head seems pretty big, I think you have the general thick/muscled humonoid moster proportions down, but the large head is making him read as pretty short. Im not saying like a hulk sized mini head or anything, but scaling it down a bit to make him feel a little taller might help.…