No problem man. Honestly, this is looking lightyears better than the Vanitas scene, even though it is still a WIP. Replace Vanitas asap. For this guy, I'd tweak the spec for the wood. Maybe add a subtle touch of blue in it and tone it down a tad. He looks a little wet right now. The texture for the rock is decent, but I…
@Kroma Definately! I don't have experience in facial rigging though. It's something I will look into in the future. @Twoflower Thanks :) @MrHobo True! I'll take that in consideration. @silkroadgame Thank you! @kunglao I used Maya's snap to surface tool "make object live". It's still a lot of brute force to it though. Also,…
yeah it's a weird bug, i can't see anything wrong with the css but i'm a little rusty, no pun intended, except maybe forming the box with the actual <a> tag. i always used divs personally for the block (i'm anti-table) but it still shouldn't mess it up. either that or the fact that the dimensions are defined 3 different…
Bump mapping is no secret but that's not what I'm talking about. It looks like the "special map" has some kind of wanted or unwanted dither in it, making the whole thing look more highres than the nm + it's simpler to sharpen the black n white bump map compared to the nm. And this is totally on topic bc I guess that's…
They really look the part I must say. I think the main art to repeating textures, personally, is making sure they don't look repeated. There are some points on the metal sheeting where the edges could do with some defining. While you might want to look at the welded over/bolted on panel as it makes it look clearly…
Awesome Chris!! Sounds like you had a great time. The Wednesday night gig was also pretty amazing...although at times I felt the volume was a little *too* high...at least for the amps they had...the sound, particularly on some of the solos and vocals, was distorting and you could see on their faces they were not quite…
Keen, this is a pretty cool piece, but I think you should take another look at your reference and adjust your high accordingly. Namely the area I've pointed out your in ref. I just think you could better define this area. One other thing, I really think you should add at least 1 more division to represent the curvyness on…
I've seen this plenty of times and I think you're exporting .smds though Mesa. Which means your scene is orinatated y-up instead of z-up. Dota game world is defined z-up, and .smds, unlike .fbx, don't auto orientate the model. Now, you covered up the little bottom left hand corner which it would show how the world is…
That's a really solid start but it's lacking a few definitions. Mainly your edges and bevels could use some sharpening, really getting in there and defining how the light is hitting the forms and then moving up from that. Also adding color into your metal to paint in specularity and surface details to sell it. I did a…
the anatomy is interesting. I can see you took real anatomy and tweaked it to make it more unique and creature-like which is cool. i guess id say his muscles are way too defined as it doesnt feel like he has skin and fat, etc. also his teeth seems to have the same textural quality as the anger ripples on his forehead which…