i would suggest taking a less realistic approach to this weapon as it comes from the war hammer universe. stylize it up a bit, focus on making an interesting silhouette, and try not to go overboard with noisy details. again just a suggestion, because now the wood is really lacking compared to the blade
Awesome designs! I've kept an eye on this for a bit, but since you're looking for feedback: I really like everything you've posted so far. It's realistic enough while still being fun and imaginative. The diving suit in your avatar is sick. Are you the only one currently on this project?
I have a questions. How can I character in Marmobag? I see render option but not model tool? ... Seriously, though, what kind of settings do you guys recommend for realistic skin shader setups as far as things like normal smoothing and occlusion blurring are concerned?
Hey, ( i'm not dead ) I've just finish a likeness of my dad and my first attempt to do a realistic portrait. I used zbrush for modelling the head and the clothes, zbrush / mudbox / photoshop for texturing, V-ray for rendering using the VrayFastSSS2 Material for the skin and final composition in Nuke
Assuming those engine fans are full on circles, it does NOT make sense the way they're clipping in the engines. It's being displayed right now the fan blades from both fans will clip into each other. It realistically doesn't make sense. Adjustments would need to be made to make it work.
Here is the reference set used in the design of the Warpstalker. The style will be similar to the Void Hawk in overall technique, going for a fairly realistic movie prop look, but a very cyber-apocalyptic one. R.O.T.O.R. is a terrible movie, but the poster is cool. That goes for pretty much all of the movies here. Guilty…
Re-did the textures one last time, and went something more in between the really stylized and semi-realistic. Here is the final sheet of all of the rocks. Also went ahead and baked all of the curvature maps that will be in the pack! Fingers crossed I'll have this published in the next couple of days.
First rough WIP shot of Zeek. The style we are aiming for in the final will be a bit more realistic than the concepts. I'm starting off by making him fairly normal looking and from there I will make him more odd looking. Thank you in advance for any and all feed.
@cptSwing I hope it goes public at some point its full of crazy stuff. They use textures to animate distant crowds super efficiently using something like this: https://vimeo.com/207832662 and store pivot points in vertex colors as well to deform grass / foliage more realistically.
really good start . Do you using any other references ? I think it would be a great push for your results! :) Try to take references from different angles to get a better understanding for the shapes :) Do you want to achive a realistic result or stylized ? keep working !