youve definatly got the foundations for a solid bust here but work more on replicating the more wolflike features on him dont go into to much detail yet just work on what makes a wolfman look like a wolfman just stare at a bunch of refrence for ages and challenge yourself to pick 10 things that make it look like a wolfman…
Never forget what you want to do. You want to learn 3D modeling, not being a concept artist. I personally probably lost 2 years worth of 3D modeling skill by trying to learn it doing my own concepts. If you do real objects, you see the mistake instantly, you have references and people can help you with it. Doing own…
Alrighty some newer stuff to post. So this was inspired by one of the Too Human screenshots (http://xbox360media.ign.com/xbox360/image/article/704/704011/too-human-20060501024926584.jpg) of the cool holographic light things... and decided to make it into some sort of holographic pillar :P So this is the high so far... I'm…
thanks for the links, it gave me some good advice about cleaning up how I present my work, will be cleaning up my presentation for projects on artstation some of them definitely could be cleaned up and show a bit more of the development side, I actually have been going back to older projects and polishing them every now…
Although Zelda is definitely an influence on this project, it isn't really my intention to totally replicate the Link to the Past look. I've also been referencing a lot of the pixel art used in the SNES-era Squaresoft and Enix RPGs, which tend to have a lot more detail. I'm more or less trying to find a happy medium…
To improve your substance, you need to work on the height and shapes of your rocks Right now they look very uniform and noisy, without clearly defined shapes. Choose a reference, for example from textures.com https://www.textures.com/download/pbr0175/133213?q=rock Here is one: This is the height map of this material.…
Currently working on building a fantasy castle scene, with some Scottish influences. First overall shot, blocking out the general shape of the castle in Unreal in comparison to the terrain that I generated using World Machine. I tried applying some textures to the blocks, but the cylinders wanted nothing to do with it. The…
I think what's said above is pretty good advice. The only things I would have to add is that you could have gone with less polys on some places like the tires and wheels (I think too many edgeloops), the engine cover part (in which some polys aren't really needed)or the door (I don't think you needed to model the handle).…
The main problem right now is that your polymer doesn't read like polymer. It reads more like painted metal. Polymer usually has this noise to it that tends to be the defining characteristic of it. (this was the best ref I could find that illustrates this and my next point) Another thing you should do is try to…
It's amusing how this went from someone asking how to replicate an example texture, to absolutely beating the pants off the original. The original was obviously either photosourced or in any event transformed one clump of grass by stretching, scaling and rotating it. It's not awful, but it's clear it didn't receive even…