Hi guys. Here is a mace I made this week. I've used the Skeletor Mace (from Castle Crashers) as a model for this mace. I'd like to get some critics about this because I really want to do better. I'd like to use this mace as a custom skin for the Homewrecker in Team Fortress 2 but it's way too hard for me to put my model in…
Good points, and I'll be sure to give the face another try. And I'll try to pain in a bit of a transition for the face/hair. And I agree that I fail for not unwrapping the other half of her face.. I never thought about the hair dropping a shadow when I was unwrapping. I might just fake it on this model and make a HUGE…
I wanted to do something with a less faceted or mid - high poly look. And with some research I found that the Kratos model in GOW3 (2010) has 64,000 polys as a whole, with 5,700 on the face alone. For GOW (2018) the total would be 80,000. I just want some opinions/feedback on the topology in regards to the loops and…
overall i really like the look of this guy... could easily be the next bad guy race in the new game. apart from the above comments all i would change is.. giving more of a defined evil looking face.. wrinkles scars etc. and i'm not a huge fan of the way you have the face paint on him right now... think he should definitely…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
I would like constructive cricitism on my recent sculpt. First I'll explain the process of my modeling in hopes that people can give feedback there too (like if I've done a certain step inefficiently) The character I sculpted is from Re:Zero Regulus Corneas. The main reference image and the pose I followed is here. However…
tbh, depending on what you're going for and what you're using it for, that poly density seems fine. Characters such as Lightning from FF13 have a massive difference of poly density when comparing the face to the body simple because of the close-up cutscenes. If you intend to make some animations and/or close ups of the…
Hello, I'm Deepanshu Avana, a traditional and digital sculptor specializing in sculpting characters and creatures. I'd like to share some Wip images of the character I've been working on. I love the art style of the game Cyberpunk 2077. To challenge myself and improve my portrait sculpting I decided to make a female…