Friday, October 26, 2012

My advice to fellow Polycounter


You have a great start to your model but you need to work on the proportions if you want it to look similar to the concept art. The suit looks half organic and half metal, there are curves inside of the metal that would not be there. When translating concept art to 3D, you would usually try to separate what looks cool and what is actually functional.

Not adding the cuts in the joints just makes the suit look like a toy. I really do like where you are at with the suit though and it has come a long way since your start, however you still have somethings to fix.

You have this awesome detail  on the edges of the legs but no where else. You should put that type of detail  everywhere on the suit and then add some light scratches in the spec map. Have fun with all your maps, you will see nothing but great results. Adding a lightmap for the blue lights around the suit would add some nice detail to your characters texture.

good work, looking forward to seeing more.


Monday, October 22, 2012

Weekly Post 10/22/12

Hello everyone, I know I don't Blog much. It shows that I am not working on anything, however I am constantly busy with the new stuff I am working on. I am going to make myself post weekly blogs, to keep my self busy and the work flowing. I do work 60 hours a week but I am not going to use that as an excuse.

This new piece was for the weekly 3D horse challenge(something I do with my friends on facebook). The weekly challenge is something a friend I graduated with created on facebook. This weeks challenge was to make an environment asset in the TF 2 style. I chose to  make a texture on grid first with asset pieces then build from the texture (something I have learn from the tutorials I have been watching). I am going to work on some corrections to make this a strong piece. I have been learning new techniques from tutorials made by some of the industries best artists. And the result of this piece showed what I have learned so far.