This is a good start. Overall i think you should work at bit more on the design itself. Push the design a bit, larger shapes, a more defined silhouette. For the texture, push it, work on your material definition. Use a wider spectrum of values. Hope it helps :)
Could I see the texture maps? When you have time, the references you posted are good place to go towards with more details. Also with the leather, notice how it is breaking apart in places. Adding something like that could help define it better.:)
I would definitely make sure you are collecting a lot of reference for this. If you are using avatar as reference, look how they handle the nostrals and define the main forms of the face. And for the texture make sure you have tons of amphibian skin reference. Hope this helps!
Was thinking a similar thought yesterday after visiting techartists.org They've got a link to the wiki in the amongst the forum tools at the top of everypage. Something like that would most definately increase the profile of the wiki. of course the whole sig thing works too i guess
Yeah lots of text, I scanned though it but it didn't seem very interesting. Needs more punch, more diversity and definately a storyline that has been calculated upon an initial visual concept. This is my saying but anyway.. "If you can't visualise it, don't make it."
Yeah, it definately would be nice if they remade it instead of just re-releasing it, but come on, we all know we're gonna buy it nonetheless :P And I guess that's where they've got us... :\ Ah well, you win again Square Enix <3
yeah this one is definately a pro kerry movie.... that's meant to be told from a totally objective standpoint. well, if you see it as a documentary then its objective, but being so close to election time it looks kookily pro-kerry with its almost flauntable subjectiveness kooky
You can script your own custom primitives, like this. http://scriptspot.com/3ds-max/quicktools There used to be a plugin that you could use to create your own custom primitives, kind of like defining brushes in Photoshop, can't find it now though. :(
I feel like you are adding way too much geometry before working out the shape of you character. I would delete most of those edge loops in areas that are flat and make sure the structure is defined, ie the pelvis, head and torso.
I was looking at the GDC class list and saw a GDC class "Art Content Creation for the Next Generation Unreal Engine" with Jerry OFlaherty and Pete Hayes. Definately one of the major classes I'm looking forward to (Mop I'll take legible notes).