Honestly it's kind of a boring piece. If you're going to make a portal, try recreating ones in existing films or games (such as in Stargate or the particle-heavy ring at the end of the UE5 demo). And don't be afraid to use a lot of polygons to make the shape well rounded, game engines aren't really polygon constrained…
Started modeling some pre-sculpt geo for a Rubick staff. Kind of burnt on doing a set so I wanted to do a single Item. A shattered Emerald bowl shape on a stack of "magical" rings! :poly108: I quickly rigged up the starter geo to see what it looked like in-game.
I would make the metal have a bit more highlight, the barrels are looking a bit flat at the moment IMO. Not too much though because they do look a bit beaten down. If anything just a section or two where it isn't completely worn down on one of the rings to add some variety.
The previous ring size of the chainmail worked best, I think. Some of the edges on the boots, tunic, gloves and straps look a bit lumpy and might be worth refining if you're going for realism. I like how the face turned out and I can't wait to see how you approach the hair.
Sometimes what I do is: 1. delete the faces where I want to add a hole 2. position a cylinder 3. delete the end caps & flip normals 4. extrude a quad ring around the opening 5. attach 6. manually re-route edge flow with the connect tool
Some nice timing on the shark movement and ripples and a great idea. I like the style of the water and rings however agree with the above. Try to offset some of the elements to create a cascade of animations with cause and effect. I had a similar idea of something different with the "projectile" and a burrowing ability so…
Yup thats what I do too (except I like slash>slash>dodgefire>kick better hehe). So I think I am missing some item increasing the strength of the weaves ... DId you buy any of the Cleopatra rings stuff? I have none of them ...
Aw man, ive been thinking off doing the paul bonner minotaur to. Darn it :) Great job mate. Really captured the face and horns. The only thing that i think would make it pop a bit more is to beef up the rings, that the runes hang from, and beef up the edges of the armours.
hmm, i tried turning down the bias to 0, but the shadow of the turret lifting ring still floats.. and i already added the specular to the gloss slot in that pic.. hmmh. i think that floating shadow is actually an illusion caused by the bright sand i have running off the lifting lug base.
very nice, just about that smoothing problem, why not going with the loop all the way around? I mean if this is your highpoly model let the polygons be there so the surface will be smoothed (don't kill the ring), hope I could get what was my suggestion, any way liked the idea and modeling too much, keep it up.