hey i saw the gameplay teaser earlier, really big fan of the art style! can you go into more detail as to how youre going about developing your shaders to help define the environment artstyle? could litspheres be involved?
not bad. but you are abusing too much with the soft round brushes try using brushes with more defined shapes, depending of which texture do you want to achieve there are many free textures on internet with good textures and high quality res.
Not really. Normal maps baked from highpoly models have curves that are defined by gradients which are relative to the lowpoly topology. Can't get that from painting. You'll get seams. "Sculpting" with nDo2 is more useful for details in tiling textures IMHO.
Thanks guys! Appreciate it! Alexd: Thanks! My focus was definately intended for the guard and handle area. :) I'm thinking of adding engravings to tie the helmet and weapon together to look like they belong in a set. Here are some reference I've been using.
Belle is a lot more realistic and rigidly defined than those characters you're referencing. Yours have a lot more squash and stretch going on and have a degree of simplicity that allows them to do things like that wildly asymmetrical mouth animation.
MODO | Smoothing Groups Smoothing groups enable you to define smoothing between
polygons based on groups. This video takes a quick look at working with
smoothing groups in MODO. http://www.pixelfondue.com/blog/2017/4/13/modo-smoothing-groups
Hey great start to a model. I made one similar to that. I wouldn't use floating geometry unless it's an emergency. It makes the AO bakes look goofy if you do it too much. Definately cut into the mesh the way you are doing.
actually I used a sphere with a pole at the sides and it worked perfect. the shape near the poles helps to define the sides of the visor. my main priority was to have the top of the helmet say perfectly smooth can''t post any images unfortunatley
Agree with the above comment. Really solid, but lighting could be more dramatic and defined to really make the level look great. Some of the bare concrete such as the roof beams could also use a little more variation. Perhaps other props or decals.
Thanks for the comments! I recon the feet is a definate thing to sort up, I'm not happy with them,, there more like fingers or just planks atm hehe. I was gonna go really exaggerated with this piece but I stopped dunno why lol