I did a Corinthian capital entirely in ZBrush once, and I do not recommend it. If you want things to remain clean, precise, and manageable you are best off modeling your individual pieces and duplicating them around as floating geometry. It's a lot easier to manage things that way and you can get crisper results. You could…
@adam, I use references from all over the place and try to somehow "combine them" into something new. Waterworld is just the setting. One thing I found strange about the real waterworld is that everything is made out of metal though metal isn't exactly the stuff that keeps floating yet wood is and you don't see it…
Hmm, I'm not entirely sure if I understood the issue correctly. But here's how I would approach this. I would make two sets of textures. One would be your regular texture, where each brick has the same length. Second one, would have the slightly longer bricks positioned right in the middle. Next, I would make sure that my…
Beef up the wire so its a fat cable, beef up the front of the arm-bars past the step, beef up the step and make it so it sits flat when the vehicle is at a rest (so it is triangular instead of boxy like it is now), and beef up the flared wheel-cover a bit. You don't need to make drastic changes like getting rid of the…
Cool man. It looks like some of your scale is just a little off. For instance, your barrels seem a little to thin, the brighter metal piece of the bottom of the stock is too long, the handle looks a little short and fat. Also, I noticed that a lot of the images of the battle rifle from halo 2/3 have the really flat handle…
Thanks Kosh3d ! Yes you're right. Maybe I should just polish the texturing and just add a little bit more uniqueness in wear and tear. I think the flatness feeling I get is more related to the quite basic geometry I have and a slight lack of primary shapes.
You're always going to have some distortion when flat things are bent around curves like that, but what it looks like depends on the kind of detail - ie: horizontal lines (relative to your trim sheet) will be mostly ok, vertical lines not so much. I would do a rough version of the trim texture and see how it looks on a…
okay so... see how it's a very large, flat muscle? on your sculpt (and on the ref) it looks like it's been bisected laterally, which only happens when, like in your reference, there is a huge mass of muscle acting upon it. look at how tense the guy is, that's probably the worst reference you could have used. he's pulling…
The Gasmask biker mask style piece on his face where nose and mouth are underneath, these have soft gradual curves nestled up close to tight sharp curves. These read well ingame when the specularity hits them, when you push more than 2 or 3 bumps close together, you lose them all into noise though. The slanted square with…
crazy, I really like this :] on some parts its looking a tad bit flat, kinda of the like the closest leg to the right. The top part of the right "branch" of the tentacle looks a little flat, as well as the organic matter leading up the the gun up top. By flat I mean is has hard edges... Maybe instead of going for a kinda…