Mesh and normals are looking nice scott, I would try and push your material definitions / overall texture though. Separate some of your materials, you could have a matte plastic mixed with some metals to help make some aspects pop more. White materials are always tricky as well, try and get some discolouration and some…
Haven't finished sculpting the nose and all, and I'm questioning if I should even sculpt in the ears if the hair is going to be covering it in the first place. Made some notes to myself for future reference: - Model on right without paint over | Middle paint over | Left concept art Since there isn't a front view for the…
Hi guys, So i've been updating this bit by bit (slow process) Redone the walls and floor and made the stairs taller. Also added ceiling lights and panels to the wall. Taken all feedback about AO and incorporated into my maps. Please give me some feedback! Want to keep pushing and pushing this. We're now going with the idea…
Hi limeforce! Love to see this thread fill up more and more as this comes along! Some critique, try to push those textures like the roughness difference on the wood and the small color differences on the sides of the wood. You could also pay some more time in details on the mesh itself, as the two round thingies holding…
thank you all guyz for your comments :) ...really much appreciated... drillerkiller - absolutely- the cloth are not final atm. i would like to know what you mean and how i should push the silhouette... rumblesushi- nice explanation for him- i will use that: The high def spec on a slightly more imaginative, arcadey…
Hey Otrick, looking much better. A few things: * Increase the intensity of the orange corner light, desaturate it a bit. * Decrease the distance of the orange light to make it more of a light in the corner rather than a light for the entire room. * Try to mimic some radiosity bounce lights (check the paintover) to help…
If there's a huge difference in scale between the bolts and the main object it'd probably be better to leave them separate; otherwise you might have difficulties with the cage (not that the example above is complex enough for these issues to occur). Because if they're connected and you need a large push for the main body's…
Comeback of one of my favorite games ever! Just reading stuff like S.S. Lewinski brings back memories (pushing fighter jets overboard haha). Stuff they need to do right: -lots of crazy cars, of which half are useless but funny (like that Stuka or the Dumper that doesn't even fit through checkpoints) -same 3 ways to finish…
Those textures are incorrect for how Marmoset is set up. First and foremost there should be absolutely no lighting information in your albedo texture, by definition that is what an albedo texture is. I would highly recommend reading these posts by marmoset, and really understand the information.…
@Crazy_pixel: I am 100% with you on that. Luckily we do have some crazy TA guys here that love this sort of thing. And we did push customization quite a bit. Probably some of the most complex characters I ever made for a game. Not only from just modeling standpoint, but also how many things you have to keep in mind for…