@cfey coming along very nice dude! few things: the top of the window, there's a seam we can see through. all of the materials feel the same, they're quite flat looking at the moment. play with the roughness values and add some more interest to the materials. don't be afraid to use more polygons. for example, the orange…
Hi guys, haven't posted progress for a while. had to bake and re-bake and reorder the UV's, struggling with substance painter and quixel and suchs things. now i'm arranging things in marmoset3, fixing color-issues (for example the awful black metal). decals, plants and books are still missing (am i scared of them?!) will…
Hello @Babymagnum24, I think you should : * work more on the shape making it similar to the concept * The number of polygons ( The colored lines in the image represents useless geometry ). Now would be good for VFX , allowing subdivisions|Smoothing; For Real Time, you have to optimize the mesh by inserting information…
@cfey gotta agree with Tzur_H the modelling looks good but the lighting and materials could do with a lot of work. From what I see it's in Marmoset which isnt bad but may be worth trying UE4 if you get the time! The bolts on the storage container are a bit of an eyesore, value is way too dark and it bring attention away…
Hello. It's my first time that I join to challange. I choose prop modeling because I always want to make stylized model, also I like this style. My goal for this project is to make Game Ready asset using a Maya (Block shape, UV), ZBrush (Sculpt) and Substance Designer (Detail), next it will be render out in Marmoset or…
Hi there! this is my first post on this month's challenge @ZacD you're right about proportions, this kind of props can even feel cartoonish if you don't manage it carefully. About the material, if you follow the concept the body should be metallic, but actual grenades are coated with dielectric paint. I think it's done…