These all look like a nice start, but #4 is the best I think. The thick thigh that go into the thin legs is good, maybe give the upper and lower arm of #2 with #4 shoulder so you get that shape up top as well. If you're going for the Monster Hunter vibe, you should really exaggerate the size of some pieces, right now all…
Well I picked it up about 4 years ago and honestly I still feel like a noob. I use it every day but I probably only implement about 10% of the program. Same goes for Maya. The first 3 months diving in were the absolute worst. I have NEVER been so artistically frustrated. I wanted to the throw the computer out the fucking…
You're own facial anatomy may not be exactly like this models, but you can use your hands to to feel some of these confusing areas on your own face -- like the brow to help you understand the shape in an intuitive way. Do so in front of a mirror so you can get the feeling while seeing the head from different angles, just…
Being real, in a way that's hopefully not upsetting, I think the 2013 designs are without a doubt the strongest of the bunch, the 2014 being next, with the 2015 designs simply being too hard to read. Probably because they're more grounded in reality - the 2013 designs show clear intent, purpose. They give off a consistent…
I recently built a racing game with Unity, and there's some tricks to collision in Unity. Firstly, if you want two things to collide well, one has to be marked as convex. This option should be under the collision information section on the object in the inspector. For our game, we had the cars as convex (this means no…
Looks good! the whole thing kinda gives me an overwatch vibe :) If your still looking for feedback (I know your done, but maybe for your next piece) Id say the face and the hammer are the weakest parts of the character. - hammer actual hammer part is looking a bit flat and uninteresting, especially the gold strips. I would…
Update time! I've extracted the spiky scales from the rest of the mesh, so now they're not the same piece. My plan is to make one or two master scales in maya, which I will then duplicate and morph to fit where the sculpted scales are. That way they can share the same UV space. I kept the ones I had already made as…
@big_beluga: haha yes @Nosslak and SveinY: Thx for the compliments on the concept. I do agree with the needs-more-colors point and will try to infuse some more hues and tones into the textures when I get to them, make it a little more vibrant and saturated / whimsical. Should help with the overall appeal. I'll play around…
Howdy Howdy, So I began the block out stage for texturing, with the basic colors layed out for the general direction that I want to go in. Lighting 1 Lighting 2 More lighting I recently got a hold of the substance painter and designer pack and I will be using that this weekend to texture my meshes that I currently have in…
Hat is lumpy. I recommend modeling it as a subdivision model, but make it clean and not lumpy. Leather hats rarely get that lumpy in real life. Same critique goes for the clothes; they're generally looking lumpy. Really observe how leather coats and clothing folds in on itself, reacts to gravity, how folds wrap around the…