Hey dudes.. thanks for all the great suggestions :) .. here is a little update to my mutant.. at this point I'm cleaning up my line work before I start adding values and depth info.. I've been playing w/ shapes for the legs and feet area. and I'm going to work out a bigger, badder design for his arm rifle.. I've given him…
Sweeeet ! I think the first character is a bit too noisy with the scratches would love if that was toned back a little bit. Really nice work on the others , I liked them alot. Personally I think that you could push the face of the "God of Fearward" a bit more. It looks a bit bland, no specular information in there, no real…
The real key to success is to sculpt demon heads in zbrush over and over. Really though you can learn a lot doing just about anything. The first things I modeled were armor pieces and swords that I was trying to mod into Oblivion and Mount & Blade. It's nice to take on some simple objects to get used to workflow, but you…
http://www.polycount.com/forum/showpost.php?p=1115091&postcount=156 my experience is, that you either create a good tilable normalmap from actual geometry und use that for texturing or do the described way in this link. It never really looked good to me when just doing it on textureside, like painting a displacement map…
even for the style of the piece i think his shoulders could be broader given the size of his arms. the piece on his left arm is drooping pretty severely, i dont know if this was intentional, but if not might want to rework that piece a bit. also yea non of the gear really shouts viking at me. think scale armor large round…
I don't know how 'sexy' you want to make her but I would bring her waist in and give her bigger hips, her midsection barely tapers so she's not very curvy yet. Also, I think her neck is just a little tall and lacking any detail. On that picture you posted of the bra you can see the sternomastoid clearly on her neck and her…
Those don't look like seams, they look like projection errors from your cage not being far enough from your high poly mesh. Try pushing your cage out in those spots and see if it improves Edit: Also that's a pretty crazy unwrap, unless your character is going to need to remove the armor at some point then you should just…
This is progressing really nicely. I'm not crazy about the slash across his/her belly. Not sure why, but it looks like a slash taken out of a chunk of rock rather than metal. You could try making it more subtle as it really draws my eye away from the face atm. Really dig the rest of the wear and tear though. I think you…
Trying something different now! Making a sci-fi female pilot for another assignment, here's the concept I am using, from artstation by Yoon Lee: https://www.artstation.com/artist/blueart Here are some screenshots of where I'm at so far: I wanted to try hard surface in zbrush so I made a low poly base for each piece of…
I actually like it quite a bit in games like WoW because it presents the model in the best "light" in the most common views. I think the key is to shade it in a way where if you were looking at it from the side then it still looks naturally lit (albeit from the sides in that view). Maybe the side shading could have been…