This kind of stuff is just a lot of standard modeling to be honest. I don't think there is a good way that doesn't involve a lot of finicky tweaking, deleting, merging. Depending on the hairstyle, I'd start by making some basic primitives that can be duplicated about to create the volume, and then turn that into a clean…
It looks like this is one of the refs you used: I wanted to check some refs to see if I was incorrect, but it looks like you've got some of the receiver shapes wrong. These are basically AK47s, which means from the rear it should have that AK-47 rear look on the top of the receiver, which is flat, with soft edges making…
Thanks Eric, I've been wondering about this issue myself. If you look close enough you will even spot this issue in UDK. When using modular meshes that use unique normal maps (and use a single smoothing group as a result) I've had issues where specular highlights would not align, even once the normal map was applied. To…
Thanks Adam! Hook me up a free trial of Champions will ya ;) Alright so more work, particularly the foliage. This is my first serious attempt at creating foliage so please bear with me, read up on some tuts and Earthquakes method of vines from a while back, etc. The plants and palm trees are hand painted. I wanted them to…
The mountains tiling effect leleuxart is referencing is unnecessary for this application. There are some tuts floating around and I just saw an amazing example of it from a fellow here on polycount not more than a coming days ago. I'm positive that folks can point you in the right direction when you need it. That said,…
Thanks a ton for the feedback Two Listen! I completely agree that it is too flat. I struggle with perspective (Since I'm a 3d guy and that's taken care of) and so I have a tendency to draw things flat. I think for next weeks image I'll try and do something that has some more depth, or focus on perspective. For this weeks…
I like where this is going, but if you're keen to improve on your high to low poly techniques then I think your normal map seems overly convoluted. If you look at your normal map bake for the stairs/railing, pretty much all of the shells are the same. Not everything needs to be baked and unique, it's just not efficient.…
I completely agree with noosence about the material definition of your pipes, but to me the wall material and details doesn't read well either, I'm unsure of what kind of material it really is ( I suppose it should be made of metal but it somehow doesn't read as such) as for the details, they are too small and barely…
Yeah, that looks better. What I particularly don't like in this texture is that you have lots of dents and bends in your normal map for the metal. You'd kind of expect that metal is a hard object and doesn't get damaged like that (it might as well though, it's stamped metal after all). That, or either they're done…
Gamebryo can support fully dynamic soft shadows. They were in Oblivion before they went "lol consoles can't run this, let's remove it entirely from the engine instead of leaving it in as a option for PC's since they can be upgraded and such and such" and then they just re-used that gimped version of gamebryo for everything…