Love the research you've done into this style! It makes me want to tackle something ambitious. As for the face, I wonder if there's a way to push the planar qualities, which the reference art seems to emphasize. I wonder if you might push the squareness, the blockiness of the lips?
Well I have to say that the spade was also made for clearing infantry and I thought it would be a brutal idea to push them into the treads. But now I see that the functionality is completely gone so I will make it bigger so the debris will be pushed to the sides.
This is just a wild guess... but try pushing NumLock a couple times. I have an issue like that in maya sometimes, turns out it's related to world of warcraft and pushing numlock a few times resets it. It's probably not the same issue in UDK but it couldn't hurt to try.
the head looks really nice, but yeah the body is boxy, i dont think remodelling it would be needed, you just have to optimize it a bit, like john warner said push the front edges in a bit, and maybe push out the sides a little to give it a rounder look
Thanks for the feedback. There is no color picker yet but that is on the todo list. If I understand your question correctly, you can define depth via the Bump map type. Set a bump value higher than 0.5 to push out, and lower than 0.5 to push in.
This is a good start. Overall i think you should work at bit more on the design itself. Push the design a bit, larger shapes, a more defined silhouette. For the texture, push it, work on your material definition. Use a wider spectrum of values. Hope it helps :)
Yikes, pushed right back to my birthday... great to see it back in the good vs evil, it's always an easier and more open approach on the competition. With Austin GDC and the crunch pushing towards it I sure hope I get some time to work on this one.
Looks good, Maybe push the lighting even more on the last shot?, it feels very dark, and "flat". Also are your foliage using normals? SSS? Cause that could push the scene even more. And i do agree, there's debris and pile of dirt missing =) . You're on the right path!
Yeah! Illaoi is a bit more heroically proportioned than where I was comfortable pushing the model to at the start. That was more or less my next step: Pushing it into more of a stylized form, and seeing where the limits are, specifically her legs. Also still haven't settled on what to do for shoes.