Tachikoma from Ghost in the Shell: Stand Alone Complex Season 1. Started in 3ds Max, then finished in blender, Bake in Marmoset Toolbag, and textured in Painter. Below are simple screen grabs in Painter with basic viewport settings. Thoughts are welcome on anything but I am far more concerned with material definition than…
Thank you for sharing and nudging me a bit. Appreciate it. I'm going for standard game asset, normal wear, meaning how it would look going into battle or in your inventory. It's been used in battle before for years, but not very recently per se. It should have evidence of being a vehicle for heavy use, but still clean…
https://www.artstation.com/artwork/Jrmlaa Updated! I got a good push from a critique. Its become a regular thing for me to remake everything at least once after uploading. B) I think you have a much better idea now of what it is made out of, plus better render renders. B)
Ohhh damn. Love me some GiTS. I understand the metal wear and tear, but my personal opinion would be to not have it on the "eyes". The back cab should have some traffic damage since people get in and out of there.
Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
Good foundation but I would say just spend more time refining the materials and hand-painting in some wear/damage. It looks a little uniform and lacks character right now. Think about what level of wear you want, and maybe ground it into storytelling/environment. Is it supposed to be heavily damaged? Is it just normal…