Blocking out some proportions and shapes for a mech, focusing on general shape before jumping in to hard surface details for once…
Lots of progress, rigged the new arms and slapped them back together with the torso:
5 days timelapse:
https://gph.is/2KTLTsu
Leg work and torso detailing (some of the joints still need to be carved away so that the limbs could actually pivot):
Pretty close to wrapping up modeling and decals and moving on to materials for tommorow:
7 day timelapse:
Wow! You did that in a day? Very impressive. Is that all texture painted, including the normal map? Or did you use already existing materials and images?
Thank you. I baked down a high poly version for some of the precise details, which I will post as well. Then I used substance painters normal map stamps for some of the small local details.
High poly original:
Sketchfab:
Nice. For some reason normal map baking totally skipped my mind. Anyway, great work my friend.
Texturing in Substance painter and post pro in PS, the cape was simulated with a little hand sculpting:
Model:
Ears are terrible terrible things that I wish made any kind of spacial sense (feeling this way means I should do a few scores worth to improve I guess):
It’s certainly not a bad ear. It’s pretty good considering you don’t do humans ever. Actually it’s probably better then most ears I do!
Thank you. I think mostly my dislike for humans has been how objectively good or bad you do. Monsters and mechs are a lot more subjective but most people have opinions with anything to do with humans. Regardless, I am going to try to improve my organics over the coming months.