Yeah good idea Clee101, I'll be showing some more views of with less 'dramatic' lighting and some wireframes too. I'm gonna revisit the anatomy too based on some comments here and just go over it in general. Mainly the back is a bit flat right now and needs some love. Thanks for the crits...updates coming this week.
It's obvious that an animator needs a show reel, but static objects don't need it; animating a camera i believe is a gimmick that i used to adhere to, but have found more success spending the time creating a website with - Renders and Wireframes and Specifications - : Images which you can pack up and email when needed.…
Here's a screen shot of one still and the wireframe. The still shows another problem that I can't seem to fix. What's supposed to be yellow paint in the parking lot is a black hole. I don't understand why. I tried to take a [ctrl + print screen] however the pic of the movie didn't show up in the bitmap that I ended up with.
a very quick and dirty paintover of what cn be removed from the second wireframe shot shown. i edited this with what asherr said in mind: however depending on this guns use and camera distance you could lower its polycount further because you really only need that many segments in the barrel and handle if you're wanting to…
Well alot of people have picked this apart already, so i'll just add one more small thing. I think the geometry could be optimized in some areas (stairs doors) as the wireframes right now are eating up a few more triangles than they need to. But I'm liking the overall feel and style of the building. Good job!
I've finally gotten everything fixed, so I can show wireframes now. Finally got Windows 7 64 bit. Seems faster. Now I can make stuff again. I think I am going to put that house on the first page on the back burner, while I focus on more vegetation creation. Anyways...
Looks pretty good overall. Fable II home could use some shadows or AO. It seems really bright. Also, it could be the style you're going for but the oriental home looks like a wireframe on top of it. I can tell if you have a cell shade filter on it or what but if you're not going for it I'm not sure about all the black…
God dammit it worked! I had NO IDEA there was even an option right there, I knew you could AA wireframes since god knows what version but I didn't know they implemented AA. With that out of the way, what's all the fuzz with rendering beyond the screen resolution for AA if it can be done this easily? Or is it for some other…
Thanks for posting guys. @BrodyB: Here are the wireframes as requested and the diffuse map as well. @stimpack: You hit the nail on the head there. I've been reworking loads of my old work I never got round to finishing this summer. The new workflow is enjoyable and fast compared to my old way of having to do things, pre…
ok put some work into the techstuff in my lunchbreak, here are the textures, wireframes and sculpts: agent and fatty head = 512x512 agent body = 512x1024 fatty body = 1024x1024 (damn forgot to hide that stretched boob part of the fatty, had to decide which area gets the stretching and which not and decided to go closer to…