So you'd rather settle for a mediocre looking pillar that's going to be repeated throughout your scene? Here's the major issue you have - you are not getting the hard edge on the concrete damage. There is no water in here, there is nothing to slowly erode the edges. You need to take the hPolish brush and run it along the…
heh, now that you mirrored your character he looks very off balance. That pose makes him look like you're modeling him midway trough a fall. I'd suggest fixing that first. Next, try to hide your intersections as much as possible. The knees look odd because the verts intersect at strange locations. Try to set your shapes up…
Not bad for a first dude, keep at it and you'll be making great models in no time. Few suggestions for sharpening your skills: -pay closer attention to edge loops, a lot your loops are at 90 degree angles, not helping define the body forms, and thats a bad thing when it comes to organic modeling. Until you get a good sense…
It’s hard to tell how the leg will deform with out seeing the direction of the hidden edges. In one there is a clear pivot between the upper leg and the second half. What looks to be missing is the accommodation for the pinch. Think of how a fan opens up. Two points in space tied to a single pivot. As it starts to open it…
This thread jumped past me and I didn't get to follow up on this loose term I used, "edge paint pass", luckily Richard Kain got the general idea. To expand on his interpretation, yes I mean to correct UV seam issues, but also, I meant to suggest you should better define your forms by focusing on the edges. Anything that…
it wouldve been neat to see some of the edges a bit less undamaged. one thing you couldve done (or use this for the future) is make a morph target before you start sculpting and tearing the edges apart, then go back later with the morph brush on a low intensity and run over some of the edges. that way youll have a…
trust me man, i value the fundementals more than anyone. But one of those fundementals that i think should be respected as highly as the rest is the ability to use edge control. The dude who painted that image you say has bad strokes, and proportions actually works for massive black and is one of their best artists.…
Whats the back look like? If you're going for something other than a 100% self-illuminated texture, I'd do something with the smoothing on the model. It will help the light to pop the hard edges. He's got this nice edge flow in the eyes that just stops after the nose. Any reason for this? If the mouth is going to animate,…
yes we used that in the xmas game bundled with luxinia. just for the terrain. and we also partially use it for another project's terrain. the xmas game also comes with a very rudimentary map editor, that makes sure only matching tiles can be put together. matching edges is pretty crucial for it. I didnt do the modelling…
Hey, I think it looks really good! What I really like, is the overall shape of the chest and the sculpt damage details you have added across the border of the metal parts. A few tips that might help improve it further: Textures: I think it would help calming down the textures a bit. Right now, there is a lot of small…