Hey looks pretty cool so far! Maybe detail the edges of the bands that go around the body different than the edges of the hammer parts to make the different parts stand out. Post the 3D prints or foam piece if you get around to doing it, it'd be cool to see.
Taking an illustration from Inktober (there are a few I'd like to develop) and pushing it to a character/creature design - THE GYM RAT, also known as "Pinky and the BRAWN" - "what shall we do tonight brawn?" "The same thing we do every night pinky... BENCH PRESS AND HAMMER CURLS"...
I'd be willing to help out with laying out levels in hammer, general story/level planning or texturing. Seems like a great experience. Either way I have a scavenge to work on. Also, the SDK was released today. Download it and the L4D2 Add-On Support under the Tools section of Steam.
Update! Some more work on the high poly and I also started the retopo for the head since is going to be a single texture. Some cloth working for the highpoly until calling it finished, and also I will change the two-handed sword for a really-big hammer made from dwarves... Cheers!!
You'll be able to get the trial on the website as soon as it's available again, it's getting hammered right now. The previewer allows you to load any glsl shader. It comes with a default PBR shader and also Relief mapping and parallax shaders that uses the typical Diffuse/normal/spec/gloss outputs.
If you're interested at all at doing a better job with that texture, what I did when I was painting some TF2 textures, was pop open the hammer editor and got real close and personal with the textures in there! You could even take print screens, and take closer inspection in photoshop!
The side looks good, but the front looks like it was beaten in with a sledge hammer :P, i like the concept. Like original model, looks good. Btw you going to post some good shots of his weapon from that other render or is that made by some one else or what?
I know this hasn't been the first time you told me this, haha. I really dig the lighting idea from behind the wing, overbreak I want to nail this one out and get it looking sweet, so the first thing to do will be to hammer out that lighting
@ MM The green is because the skin shader is placing the opposite color of your sub-dermis in the lit areas. Not sure there is a way around the green tones other than hammering back your saturation to tone it down. It's probably more complicated than that, but that is what I am observing.