I'm new here, but been drawing for a while and stumbled upon strong need of critique. Trying to make my way into CG industry, so you are welcomed to say whatever you want about my stuff here. (sorry for mistakes in english, not my native language)
First, can you post some of your reference? You can never have enough! Moving on, no-holds-barred crit time: It has potential, but it's just very boxy and undefined. It's the extruded-box syndrome that we all fall into when we model sub-d. The only part that looks like it is designed to be used by a human is in the back…
This is really overkill for a game but I can't really suggest much (detached handle example) without knowing the type of game and how you wanted to use the mug but as it stands I'd argue it's even overkill for a movie prop If it's a hero object in a first person game (like a gun in call of duty) then you want higher poly…
Hi everyone, Since last year, i've been jumping on and off between Blender and Zbrush to find my own voice in 3DCG. I've grasped both software's basics and I've been diving more and more into hard surface. I'm making this topic because the search function throws nothing at me, I've been following Mario Elementza's…
There seems to be a lot about the details ( C-shaped connector.. so he looses the shoulder pas in battle or does his shoulder "carry" a a secret).. but about what for example his skin ? Is it more soft or somekind of hard and "crusty" (later in the callout it's only... grey.. so i guess "soft").. his hand seems to be only…