@Mr Bear Thank you! I'm very excited :) Update: I didn't have the best weekend due to storms cutting power in my area and work constraints, but I did manage to get some work on the high-poly version of the lift done! It's my first high-poly model and I have to say it's very fun, yet not nearly as easy as I thought it would…
Hey Lear, I agree with Aldo, specifically about the blaster. There are a few parts that really cause my eyes to jump around. I don't know what the blaster looks like (aside from it being made after an old broom handle Mauser), but there are some pieces that just feel weird to me. For example, the front box piece that is…
LOL Verm! I hope you noticed in one of my earlier posts that I vacationed to Kentucky just to visit the distilleries! Sour Mash flows through my veins Still, one of my golfing buddies slowly got me hooked on Scotch over the last 5 years or so. After a Sunday morning round we have lunch in the club house and then have a…
Definitely better. His left arm seems to "pop" a little ... I think you may have too many keyframes... something I used to do when I did my first animations was, if there was something that looked wrong, I added keyframes to try and fix the problem. While it might seem to be working, in the end it'll cause a lot more…
I like your work mate, textures look pretty good considering they are basic colours, a low colour pallette on games is great some times, like Team Fortress 2 :) I think it was like 36 shades of colour were used... Awesome... well lemme have a quick look at your model... You have said that you were modelling after Nightmare…
I think I know what is making the panels so tall. The lighting and color of your reference is blending the undercarriage in with the body panel. You have to look very carefully, but the side image has the frame and exhaust in it. They make the panels look taller than they actually are. As for modeling techniques, there are…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
Hello everyone, Its been a while since I posted something here. I wanted to share a model I've been working on. I really fell in love with hand painted characters (really hand painted anything) and its what I've been doing the most. I created a monster and his weapon from Hob, the upcoming game from Runic Games to practice…
Hey all, I've been trying my hand at texturing and normal mapping lately. I do some 3d modelling for fun in my free time and in between classes as this doesn't apply to my field of study but I've never been motivated to go past modelling as every time I've tried baking a normal map it's turned out horribly. Anyway I'm…
Hi everybody. I am working on an environment and I wanted to try to learn this method I saw on a post by Matthew Trevelyan. You can see his post here: https://www.artstation.com/artwork/qQGK6y I understand the basics of a trim sheet. I have used it for basic walls or decals or simple shapes like cylindrical pillars and…