a study I am doing to improve my hard surface and environment art skills here is trim sheet done by Paul Peppera Originally: http://www.peperaart.com/images/h4_05.jpg http://www.peperaart.com/ Door by Mike Murrill Orginally: http://www.mikemurrill.com/index.html…
Hey guys! Just a quick update to the gloves. Previously the base mesh had no extra parts to the mesh to define the plastic guard, also the piece of material over the knuckles has been changes to better fit the reference. I am going for a kind of bulged trim around the outside and a mesh in the middle. Any crits appreciated!
Looks great so far. I like the silhouette and the spikes at the top. Some feedback... try adding more variation to the bricks (like cracks and worn edges) because right now a lot of the bricks are the same size. You have the right idea with trim.. like the crumbling bricks etc. This is great start! Keep going. :)
I will be bringing this down to a low poly and texturing. I had thought about placement of bolts, however much of the Vic Viper is actually a welded hull with flush riveting. It's very much a smooth surface, similar to the F22 Raptor so i'll be doing a cavity pass for those details along the main supporting trim. Thanks…
That looks great HntrLuc! It'd definitely fit into world of warcraft. The issue I have with it, similar to what others have said is that it is too busy and has no focus. I find this a problem with most of the armor sets in wow, so that helps it fit in even more ;) A way to help might be to make the grey trim on the arms…
It's getting better and better :) like whats_true said, pushing the reflection a little more will help - also I might suggest some wood trim - it will blend in better, seeing as the wall already has some. You might also want to consider reunwrapping the chandeliers - theres a bit of stretching and I think it's currently…
you could save a ton of space by making a tileable brick texture and then another texture with the window and door elements. Then just add grime decals for the dirt. same goes for the concrete. make a tileable texture in one direction for the concrete trim. also.. put some more polys into those arches on the bottom level.…
I normally go to the local old-fashioned Barber Shop and say "yes sir, gimme a nice short trim" to Mr. Ross. You kids and your fancy corporate run hair stylists. I'd rather buzz my own head than have some art school drop-out pokin me with scissors.
Diablo 2 has a similar environment that uses a lot of big shapes to break up these corners, have a look at Kurast, particular the Travincal http://newd2event.net/img/maps/act3/Travincal.jpg Big trim shapes modeled in should do the trick, similar to what you're doing on the tower. Good start though, I like the brick.
Have you looked into using layer styles? (nasty workaround, this). using inner glow you should be able to get the shape you want, but likely need to create some temporary layers/copies to trim away from that. super super late edit: this doesn't work, it gives results as seen in the OP.