Tank Chepri the Scarab Queen Story Chepri was one of the scarab-queens in the desert of Shurima. She was known for her strong armor and her loyalty to protect her people. She still got buried with sand and was forgotten over time, because of unknown reasons. Until her armor was unearthed by a descendant of her, that…
Right on guys, tried to take suggestions into account and resculpted parts of that boot. It's still different from the concept - I sortof went for the riveted, new batmobile look with sharp tank triangles. Also added the generic (not sculpted!) giro I want to reuse all over the place. This actually proved to be very…
I created this model last week. I have a question for all the pros out there. In my case, this model has the body and the armor modeled separately. I was wondering, when you UV the armor part, do you combine all the small meshes into one or have multiple texture maps is ok? In my case, I combined all the armor pieces and…
After struggling with the shoes, today I've gotten a lot farther with making the clothes, redoing the shoulder which will get scaled right tomorrow, wrist straps, gourd and armour.
Excellent model! Here's a list of possible improvements: -Broaden the shoulders -Increase the size of the eyes -Move the horns lower down the face -Broaden the horns -Broaden the neck -Shorten the legs -Add a slight bevel to the hard edges of the armor (specifically the armor piece covering the torso) -Add…
so i need some pointers. Since i haven't done an armored hard surface character before i don't know the best way to retop this. Should i make this all one mesh and bake it all together (obviously the head would be separate) Should i break it up into chunks and retop those individually ie. torso/back armor, boots, helmet,…
Thank you! Some of the research and the costume studies are old, and I definitely want to do more of it before I experiment with her silhouette and pose. Backstory is that this character is an assassin for hire, and her clothing and armor will take a lot from ancient chinese armor, but with some more modern adjustments as…
So I decided to come back to characters.. Ive been hopping around lately between the 3 main categories of hard surface, environment, and characters. I get frustrated with one and move to the other alot. I realized I make the most progress with characters and decided to stick with it (Hard to do after Firebert's comment…
Started brainstorming and blocking out this new character for a few days now. I'm mostly concepting this as I go... may not be the best idea. But we will see. First male character in a long long while. As well as a more futuristic character (usually been making medieval-fantasy female char.) I am aiming for a more…
Best course of action with that would to standardize your under armor piece with socket points (one on each shoulder and whatever other thing you would want) and have logic conditions that those meshes would follow the underlying animations on those points. This can be get really finicky with spaulders and shoulder armor…