Haha it's real. Never seen one before. The window wiper motors must get really hot in these cars, to need ventilation on the bonnet :P Even though by the looks, it has no wipers. Also in this pic it is clear what I was saying about the wheels. Lastly yeah I only added that info about the alpha techiniques FYI. If you ever…
I find bendy straw is a good method, but I would add that modelling it at 45 degrees rather than 90 'leonardo pose' helps define the shoulder muscles better for 90 percent of game motions. My unreal characters had the pectorial model style and they crimped terribly at the range that was needed. The anatomical forms and…
Irritant: Many buy-out deals require that the principals of the former company stay with the company for a defined period of time. It would be my opinion that such a deal would ask that John stay with id in some capacity. I've seen it work well (as in the case of my boss here at ES); and seen it fail miserably. And in some…
I looked at the composite material where you can tweak and define layers http://www.cgnewspaper.com/load/images/feature2008/max09/max9-colormap.jpg and it lets you tweak booth alpha and RGB apart. Maybe there is a way through blend modes to filter out a specific RGB color. Once that is figured out it could be automated by…
Oh WOW! That's pretty boss....The only thing that I'd say is perhaps put moree of aura around the sword/ perhaps make the shoulder pads more defined..... Like have a line around the bottom of that plate you know? Also perhaps make the fingers a light gray in contrast to the armor or maybe add more jewels to the top of the…
[ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Most definately not the case. It may be too high poly for 5 years ago, but this is easily rendered in any modern engine. Texture memory and draw calls are the big performance killers these days, 10,000 or so polys isnt going to really be…
I agree its not worth $70. She looks a bit crosseyed. Definately needs work on the proportions. On a side note, I have put things up on TurboSquid and I've sold $300 worth of models in the past 6 months...oh, wait a second, no $150 worth, because TurboSquidA$$ takes HALF, thats horrible. Thats why I started Game-Ready.com…
That isn't shadowing. It's called smoothing. Your object is made up of one smoothing group, so light is going to flow over every edge unless there's a loop there to define the shape. Even then, you'll still see some of that darkness on the edges. That's probably because you appear to be using two lights in your Max…
quick attempt at taking number 8 further trying to define the shapes abit better so its not so much "mush" i then looked at the putting that upside down tear drop on some of the other concepts mentioned i think the new number 9 is now going in the direction i want but as always what you guys think is more important !!!…
Hello EarthQuake and thank you for posting. The sword is still being worked on - i've cropped out a sample of the sword from its texture panel to show its progress. The highlights on the face are something i'm toying with since i'm not rendering the model with positioned light sources - so for now, i'm just creating…