Pretty impressive, how long did it take you to make that?
Original image for reference -
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There was some part that did not make sense when I was modeling. One example is there a piece that thin at front but at the end it was twice as thick. This made me to improvise the piece to make sense of it.Is that really a big issue?
Just from my napkin math, if the arm is 4(10.16cm) inches thick, then the height of the model is just over 10 feet (3.05 meters). Of course that's just a rough estimate since the model is angled, but the proportions affect the model that much?
Hard surface modeling with pbr texture style. The software I used are Maya, Zbrush, Substance painter, and Substance designer.Could you give more information?
What modeling software do you use?
Do you do hard surface and organic modeling, Humans, Clothes?
Do you do rigging, animation or PBR textures?
Do you have something in mind you want me to create?Hmm, Ok. So the thing is, I'm a huge procrastinator, I never finish projects I start.
I need a carrot or a big stick to keep me focused. So if you create some assets I'll promise to use it to make a game. The social pressure to make good on that is just the kind of stick I need, and you'll have something to do.
Deal?
(just to be clear something simple, weeks of work rather than months. Not an adult game as that will likely be a larger time commitment than I am currently willing to make.)
Do you have any concept art that you made for these asset, or you want me to make my own?A space combat game would be fairly easy. Simple movement and physics to program, minimal assets needed, one ship and a cockpit.
If you can animate some simple movements for that robot you made, plus a gun model and design a level. Then a barebones FPS could also be a thing.
Make some 3d versions of 'advance wars' units and buildings, and we could make a bargain-bin ripoff. Although this is beginning to become bit complex.