I don't play WH, so I may be off base here but compositionally speaking everything is very vertical. The only element breaking that pattern is the crystal altar. It feels like there could be more variety in the vertical silhouettes.
x2. Its what i told you dude. just show your work and make sure its super kickass. You dont need fancy flash pages and interesting web design elements. Yes they are, and no they wont.
I'm not sure any of these would truly be scary... Remember that horror plays on elements of human fear. Simply being weird, isn't horrifying... You should try to take something people are afraid of, and turn that into a character/creature design.
After thinking for a while i decide to focus purely on zoe character only and try to add elements that emphasize more of her playfulness character. Not sure if i wanna make another sketch after i get into this one.
All of the edges are rather sharp. Stone blocks, especially rough stones, tend to have a beveled edge. The edges also tend to become softer over time; some of these churches have been standing exposed to the elements for centuries.
Lots of minor tweaks an edits. Pushed a few more highlights, polished up the cloth texture, and refined some asymmetrical elements. I'm happy with this for now! Calling this one done. Thanks again for your help and support guys!
Did you try Reset Xform, collapse to Editable Poly, and add an Edit Normals modifier? You could also try this. Make a box primitive, convert to Editable Poly, attach your tree, delete the box element.
A little extra progress for today, I threw in a few more elements and at the same time i'm making my brain explode thinking of all the process ahead to understand what ideas i can/can't pull off :)
This is the progress I have so far. I'm still in the blocking phase and I haven't added in a few elements just yet. Butt once everything is in and mapped out correctly, I'll be backing up the edges and going into ZBrush.
I said two mesh not two element of one mesh.Subobjects doesnt costs extra drawcalls.So if you have one mesh with 200 subobject than it costs one drawcall if I know right. But why is it that important to you?