Your prop designs are really nice :) thats your strength imo. My 2 cents, try not to use full value range on every object/character/piece. Limit your value range for different parts and it will have a better read. Maybe this is a good read for you: Dota 2 character art guide pdf
this looks amazing! not sure if this would look great, but for the suit. maybe cream white colour with mix of red, yellow or maybe both? or maybe cream and orange? I thought that would make it pop more, but idk if it'll be too much. The current armor colour has a close value range with the skin. That might be just me
Some very helpful links and pdfs. Thanks! I'd be interested to know how people take these ideas and apply them in something like UDK. Right now I'm trying to think of ways to account for the range of different materials using a master material and material instances. If anyone has tried something similar it would be great…
[ QUOTE ] Would anything that salesman said about the speedpad apply to one of those spaceball 4000 thingies? I've always wanted one of them... [/ QUOTE ] Idk, the salesman just said that the keys on the Nostromo Speedpad tend to stick and need to be worked a bit...that and they didn't have a return policy...so I don't…
Flynny: Go for it - I have it rigged at home and am planning a few little idle animations but if you want to do it for fun, feel free, it'd be great to see him move! :) FirstKeeper: Hey, great texture! I love your work, very happy to see you do something for one of my models :)
He lacks a neck. WoW's tauren can move their heads quite independantly of their bodies, its just not so visible on the males because they are very hunched over. Take a look at the way the male tauren shakes his head in the idle animation. That heel doesn't look like its going to animater very nicely either.
So IDK if you have ever seen this before, but this guy uses world machine to create alphas that he then uses in mudbox. It gives a little more control over an area if needed, but still allows you to create some nice procedural organic shapes. [ame=" https://www.youtube.com/watch?v=40glxZCyPeY"]guy[/ame]
idk, the tec-9 plastic looks way hard-edged to me, as well as the reciever tube being razor sharp, and it's throwing the whole piece off. One of those cases where material definition becomes a part of the modeling process. I don't think we need machining blueprints and CNC models to eliminate that kind of problem
Heres a few threads with Ghostbusters related props and equipment. Even blueprints / directions to build a trap. http://www.joseballesteros.com/misc/gb/jt001-trap-templates-v1.pdf http://www.therpf.com/showthread.php?t=71206 Ecto Goggles http://www.therpf.com/showthread.php?t=72281 Proton Pack…
ok, i got most of her face DONE now, i even made soem hair, probly temp but idk. now to her hat... its not looking fun for me (i guess i should have told you im making her in her Resident evil one uniform thingy, yeah)