I think the problem with the 2nd one is due to the clash of the wispy style on the head of the ax and the short, jagged patterns on the handle... try swapping handles, i think the styles fit each other better. The simplicity of the first handle is just excellent. I second giving the leather wrapped grip a try. That 2nd…
I personally don't think the 2nd version changes were necessary. Going back to the first version, the main thing that I would have personally done is bring the level of rendering of the arm up to the same level of the face so it looks consistent. The proportions don't bother me since it just looks slightly stylized because…
Looking good so far, I like the concept. There are 3 main reasons to avoid triangles(or ngons) while modeling. 1. Procedural subdivision works better and is more predictable. 2. during deformation(from a rig) quads that have good flow will deform better. 3. Working with quads makes sub-d modeling much easier. With a model…
You can unwrap it all and just stack the parts that are not getting any special textures like dirt or decals in "extra" spaces of the uv map and put them in different stacks according to colour ie. all black trim can stack together But I'm sure there is a way better way, like taking the time to unwrap everything but that…
Making the hair,in this image trying using hair & fur to drive some planes,while in the second image 100% hair & fur converted into mesh So honestly I have no idea where am I going,so I'm like trying a bit of everything in order to figure out the kind of workflow I should be using. Planes are cool because then I think I…
Taking assets I created for the Hero Spawn Point I am creating a side scrolling level based off world 1-1 of Super Mario Bros for the new. Here is my first pass laid out in Unity. https://youtu.be/lbTFx70VG2s 2nd Pass at the level. Adding in bits of broken path and figured out what to replace the pipes with. Good ol'…
Some studios want a high degree of detail, this way they control the final look from the start. But I've worked at places where there's only so many concept artists and detailing is tedious. In this scenario we had a style guide that helped the 3D team keep a consistent art style, especially when it comes to details. For…
Thanks for the comments guys. Sorry I didn't include close-ups - I just uploaded what I had lying around from my project and that didn't need the close-ups because I included it in Unreal 3 and Crysis. I've quickly grabbed some other shots to show the gundeck in more detail. Biggest problem I had was that the textures were…
[ QUOTE ] I'm also looking to sell my previous DS (not lite), if anyone here is interested. My blue one is already firmware flashed for homebrew, but I can just as easily sell my wife's silver one if you prefer. $60 + shipping if it ends up going over $10. I've never shipped anything before, so don't know how much it might…
Well, others have pretty much covered it in the replies above : by doing everything in a voxel sculpting app (which can indeed be quite fun) you're pretty much shooting yourself in the foot if your goal is to get to clean and efficient game assets from there. Now there are indeed ways to convert what you have to ingame geo…