I told you before, i love the bugs, I love the variety you have going on. I have some remarks though: -while the menu is creative, I'm no fan of the background (concrete kinda thing). I'd just drop it and go for simple two tone styling. -You have one of your older lowpoly organics in there, the bug thing. It seems less…
My brief two year stint of college is over. I feel like I've come full circle, and even though I accomplished a great deal in a short amount of time, the thought that 'the one-eyed man is king in the valley of the blind' steals most of the victory away. I've learned that success is action through ownership of oneself, not…
The metal bands need to be larger in order to rest on top of the wood. Also the wood color is off. It's too red and bold. Have a look back at you're concept but even more importantly look at some reference images of actual old kegs and barrel. This should give you some idea of the colours you should be aiming for. The wood…
While I have yet to be persuaded that this is your first zBrush sculpt (depends on if you mean first full sculpt), unless you mean you've previously used mudbox or something similar, this is coming along really nicely. If this is truly your first, I can't wait to see your second! Haha! Two parts that really don't sit well…
SA_22 cheers. Arthur Ramazanov I was wanting a sort of semi translucent look to the skin, like a fish, but I want to avoid throwing a sharper spec on there because it'll become far too reflective for my liking. Aga22 thanks. Anyway, small update, took a slight break over the weekend and wasted some time on a few dead end…
it's actually MORE than that too...if i recall correctly. It has to render the mesh once per material per dynamic light that touches it, which is why UE3 has its lightenvironment stuff for dynamic actors and why its dynamic lights can be so expensive. If you place an object with three materials and put two dynamic lights…
Solid advice. Yeah I don't have two moniters so I just alt tabbed between this and what I was working on. I don't plan to take this one much farther. Yeah I also didn't mean to go up in detail so much so soon. When I converted to mesh from polysphere's i started with too much resolution, then it couldnt' reconstruct lower…
Looks like a good start. It needs a little more personality. In addition to your grunge pass, some broken panes on the windows and damage/dents to the fence to could help. The panoramic buildings in that 3rd pic are too low res and lit weird. You may get better results modeling some simple buildings and putting them in…
Just some things I am noticing that might help you out. First off the area where the upper leg and lower knee connect... Think it is call the knee ;) seems to have those two joining in an extreme tapper. I would redo that area and just take another glance at some anatomy of some legs. Also the side profile of the face…
Even nowadays similar techniques are used - stuff that's too far away from the camera just doesn't get rendered. Look at this: [ame] http://www.youtube.com/watch?v=et0Mb1BWWWQ[/ame] The flower and the shadow of it fade in and out of view with some sort of blend map. And the Unreal engine offers distance fog too. Beware:…