think more ergonomically with your handle. the trigger guard would not be very hand friendly. might look lots better with a magnum-esque grip: also, you should think about your materials a bit more. Looks like you slapped some noise textures down, and threw some tech design bits on top. think about things like…
Looks much better IMO ;) Hoggarth is a good reference. Some other simular details you could have a look at. Note that this is just my personal oppinion, I might very well be wrong; * Muscles/bones of the face/head. The eyes are a little bit to centered maybe, the widest part of the scull is above the tempels, the top of…
I like the head, very goblin. The spainard chest piece is a nice touch -) The legs and feet need some work, they look too close to cylinders and hes knees and feet point directly forward when he is bow legged. Normally the big toe and knee rotate more toward that sides corisonding hand, when the legs start to bow. I…
Hello guys. I appear to have an issue with the Maya veiwport. My mesh will not display no matter what mode i'm in. It's completely blank with no mesh in sight, yet the HUD is still giving me a tri count. I have noticed that all my other veiwports are working just fine but framing the object won't fix the issue, therefore I…
Is this finished or a WIP? I'm not an expert with characters but it looks good, especially the face, which is the most important thing. I'm not excited about the gray color choice for the backpack/straps. The original Claire concept has more detail in the backpack and straps around the waist with black, green and white…
Can you export custom vertex normals out with static meshes from your modelling application? Or does Unreal always average them and regenerate the vertex normals? It looks like, since the curved sections start straight into the curve, the vertex normals there are not "straight out" on the corners - instead they're pointing…
The first problem is presentation. Look at Artstation profiles like https://www.artstation.com/kimmokaunela A more constant presentation with better lighting that shows more detail would help a lot. Something like I had to adjust the levels on pretty much every image to bring out more details, most of them were too dark.…
r_fletch_r pointed out some very interesting problems that I never really thought about carefully enough in the past. I always use to level my normal maps as it's an old trick that a lot of people use, but always smelled a bit fishy, now I know the technical explanation on why you should refrain from doing it. Then again,…
At first glance, the weathering and dirt seem to cover everything equally and ends up washing out the entire model. Be a little pickier as to where that grime/dirt/weathering would appear on a building ( under ledges, under the windows, up from the street level. In your second wip shot, there's something strange going on…
I do gather a lot of artists especially those who have been texturing before 3d painting apps came about still prefer painting on flat uvs to painting on 3d models. One shortcoming of 3d painting is the inability to paint tiny details with the brushes but painting on flat uvs will have u repeating paint strokes,saving and…