spider mech, part kitbashed and part modelled from scratch
Some good stuff here, i can tell that in not too long you’re going to give us headache. small_orange_diamond
Nice designs, clean and detailed. Yeah that organic bio-chitin Dragonball/Guyver/Warframe style is nice. Loved watching the Guyver movies as a kid.
Your take on Batman looks more like an Arkham Knight variant…a bit over detailed in the torso for my taste, and his legs/knees position look uncomfortable… but that’s just my opinion. Keep up the great work.
Have you designed some environments/custom wildlife-flora-fauna/facilities/labs/base camps/bunkers/hangars/vehicles/props? Would be nicer to show off your models in scene.
thanks man, yeah I’ve designed some stuff but its mostly unreal engine 4 gameplay models, I have a pretty cool looking space station in ue4, and a very bad city that I did a while back, not really good enough to show
Holy Moly, amazing hard-surface detailing!
thanks takai, you’ve got an amazing gallery, love your woman with the gun and the sword is excellent
Really cool man! I think I like Ifrit the most, then goes raiden. And really like how you made the armor, especially on the back where the sword connects. Looks plausable! Great job. how long did you spend on each suit?
thanks n1agra, each suit took less than a day, a lot less actually. who knows what wonders I could work if I ever get the motivation to spend longer than a few hours on something lol, yeah ifrit is probably my fav too, just cause I like red
Damn you are fast! When it comes to organic stuff, I can bang out things pretty quickly, but with hard surface… uhh still working on it I’d like to see ur approach to the hard surface.
Great helmet and new characters! The green dude, especially above the waist looks deadly
thanks man, green guy is just an iteration of the red guy on page 2, just messing around, thanks for the feedback
nothing amazing about my technique, start with a base mesh, divide the model up into polygroups where you want the armour to go, extract the panels then smooth them add depth with standard brush, the sculpt hard surfaces with hpolish brush, don’t just do one level of extraction, cause it wont look that good, aim for 2 or 3 levels of extraction with progressively thinner extractions, do colour variations on them and mix up the shapes to make it more interesting, then get your standard brush set to drag rect and import alphas, use sci fi like alphas such as dots or lines or symbols, sculpt those details, then when your happy, carve some holes in your mesh with trim hole, use insert mesh brush to add greebles, when your finished set up colours and materials, then bpr->keyshot and render. nothing hard about it at all. haha super long sentence, oh well…