definately some great design here..the texture may seem a bit too busy so you kinda lose the overall shape but this is definately a great portfolio piece
Define a terrorist. Define who chooses whom is a terrorist. Then, you will see your logic is flawed. http://act.demandprogress.org/letter/ndaa_reversal/?akid=1110.1667079.IAWB5Y&rd=1&t=3
It's shaping up nicely. Your topology flows well but is unnecessarily heavy in areas, for instance the deltoid isn't defining much. These polys could instead be used to better define the ear or finger.
[ QUOTE ] Unless of course we define "fail" as "fail to make a profit". [/ QUOTE ] Well if that's how we define failure, then wouldn't that make both the original XBox and PS2 failures?
.... You asked him to remove almost every single edge, many of which are defining form. Plus the bottom blue edge is defining silhouetting, and definitely can't be normal mapped.
Polyline Pro is updated to version 3.8 Changelog: + Added an option to show the length of the snapped segments. When the segment is a straight line the length of the segment match the distance between the points which defines the segment. When the segment is curved, the measurements will show: - the distance between the…
oh shit Tim - thats really hot- a definate progression from the first sketches you did! Got that MR Rockstar last competition entry feel going on but that's definately not a bad thing.
Oh yeah if i were doing something that had really defined muscle i would definately do that, but thats extreme overkill for a model like this. Less really is better here imo.
I'm not sure what program you're using but it looks like your smoothing normals are all jacked up. In Maya these are defined by hard/soft edges. In Max these are defined by smoothing groups.