The chain could be done using alpha mapping,saving you tris to further define the shape of the bell. Right now like what Nitewalkr said,its appearing kind off square-ish. The textures looks awesome though!
I find Mudbox to be great for not getting lumpy forms, as the flatten tool (and now scrape!) are both great at defining planes. I personally dig it. Then again, I like Zbrush's brushes as well, it's just that the workflow doesn't appeal as much.
yes definately im going to finish these pieces im working on.. and i am planning on using unreal engine 3 to show my scenes and props.. optimization of assets is another biggie i am resolving this time around.. thanks..
jaw shape and lips from what i can see. chin needs to be a bit broader with a more defined shape. lips pulled a bit closer to the nose and a a lil bit away from the face, to give the mouth more volume.
The face that comes to mind is the Eva-Unit-02. I definately think the face could use more work.. Or even a redesign. What if the head resembled a helmet intermixed with human anatomy. An improvised skull shape, with muscles strewn about?
lol cholden, i think the tigers ate him :P pretty nice JO, i think you can still define the skin some more, it lacks som sharp lines, and depth. Definition you might say
Damn, I liked Frank as a protagonist though...if its set several years after Willamette, definately no Frank as a protagonist... ...however that would mean he's potentially roaming around as a zombie somewhere (if they followed the best ending of the first as canon)...
like this: and your box modeling pattern is all over the place,- you need to push some more vertexes at the base mesh,- so that you dont get the box as shape defining element- but rather more natural rounded elements.
This is awesome. Model/highpoly are incredible -- texture's a bit weak. Too much random noisy detail, especially in the spec -- gives it that mid 90s prerender character. I'd try and define the materials a bit more subtly. Cool stuff, regardless.
Awesome tutorial just read over it. Only one minor thing. You actually have to make sure it's the same name as your .vmt shader file. It doesn't look up the names of the vtfs, those are all defined in the vmts.