Continuing retopo. I had a big question about floating geometry. I'm trying to figure out when and where it becomes best to fuse geometries together, and after discussions with people, it always seems to be just a matter of what goal is being aimed for. I swear someone is going to call me out on the belts etc for not being…
My first thought is where are your real time pieces? Unless Ubisoft does their own internal cinematics, you're at a disadvantage. Having high poly sculpts is ok, but you need game ready meshes to show you understand the complete pipeline. How did you texture, how did you retopologize, how did you bake down the sculpt and…
Always cool to see someone inspired by your work. Thanks for modelling this. :) I like what you've done with the back end, and with the mag, it looks a lot better than my flat version. The metallic rail is also a nice touch, it gives a good solid metal stripe along the spine of the gun which looks very cool. To critique…
Hey interesting style, I kinda like it ! :) I won't bother you with already mentioned crits. Here are a few other thoughts : - The specular could use some more love on the leather (boots and the gloves on 1th girl) Atm, it's like they have the same material than jacket 'n pants. - The way the shoulders/arms are modeled on…
Thanks a lot, everyone. I'm starting to get this. The single most important thing I've pulled is the 'floating geometry' idea, which had honestly never really occurred to me. Side question, though. If you want to do a high poly model for display and really nice renders, what would you do instead of floating geometry?…
Quite a bit of the geo is floating atm. Some of the struts running up the buildings aren't. There aren't many downsides to using floating geo, it just saves time modeling. Your UV's will be cleaner if you keep it manifold, but for tileable stuff like this it isn't a problem. Funny that you should ask this though. These…
I agree with the points Linkov and ZacD have made. It's better to just pick a theme or two that fit together and knock the piece out of the park than to mishmash a bunch of themes hoping that they work. Currently the only thing reading as Blood Elf to me is the face (minus the cigar in his mouth). -Blood Elves aren't…
Wow, now I feel inadequate. XD This looks great. The only thing I can think to critique is by looking at the small button above the trigger, the way you've got it built directly into the mesh? It implies that you prefer to make your weapons as one big shell with no floating geometry. Keep in mind that unless a game engine…
Hm, this is coming along. What I think you intend to be the focal point (the top of the mountain ruins), i don't think is strong enough yet. It needs to be more visually interesting, more composition surrounding it, a purpose, visual story telling etc. What you have right now of this are torches lighting a road leading up…
IMO the best designs in the realm of "science fiction" and "science fantasy" are the ones that look fantastic, but functional. I need to be able to look at it and understand how it works, not just look at it and accept that designers cause for function; "It floats because floating is cool." Yuck. I hate 'magic' elements in…