yes ofcourse :) still working on the diffuse, will define the metal more, not that great at texturing myself so I'll check out refs for that. Cheers for the feedback! Low poly and high poly and the flats ;
You take a look at Photoshop blend mode math? Link From the hlsl code: define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0))
lumpy like the the kind of lumps you get in sub-d for bad topolgy, for exmaple: i define the loop like this: sub-d looks wavy in that area cause the topology is bad:
Why are none of the joints defined? It really gives the model character. The silhouette just seems very bland to me. Otherwise it looks like solid work. Good luck trying to sell it.
I just did my entire website using CSS. I was intimidated at first, but after diving in, I LURVE it with my face. Definately superior to plane jane tables and HTML.
Definately deserved a penalty, but it certainly wasn't deliberate or red card worthy. And I don't know how much more Kewell could have hugged those arms in lol. :P
i don't get it, isn't that already in? you can define a ratio, balance out all pieces at once and can pick the ratio from onw object and transfer it to another :O
There is an overall lumpyness to it, that I imagine stems from you going too high in subdivision too early, when you should be defining shapes in the lower resolutions. The face is perticularly guilty of this.
i would keep the fog, actually. It's what Daz said, it gives it a negative feel, which works wonderfull here. I'm not saying it looks fantastic at this point, but there's definately a good base.
It has a cockpit. http://www.vimeo.com/636166/ The pilot enters a pod which gets inserted into the ship. Good ideas Sage! Will definately see to them when I get back to the interceptor!