oh my snap FACE! spent way to long on this . Debating about making mustache seporate piece or making it part of the head as far as the modeling geo goes. Well working on the upper head/ hair right now :)
Here's what im working on. It's a alien temple for a game company, and right now the textures are 2048 but will shrink them down soon to 1024. Going to add more stuff too it later and export it into the Unreal 3 engine.
nice, u can really tell how well the special map helped. u should try some skin shaders on him. the skin right now looks slightly plastic still. really cool non the less.
Going back to finish an MP5 I started back before the Unearthly Challenge. First texture pass, trying to get the materials right. Its such a clean gun usually that I'm not sure how far to go with damage and scratches.
That are some insane concepts! It looks like they are a crapload of work, atleast they would for me even if could paint that good! :D You also made simple 3d bases for them, right? Would be cool to see them too.
i cant tell if im doing it right The head looks small to me, if i size it up even slightly it looks too big... The shoulders look completely fucked in the helmet but as soon as i remove it they appear fine...
Very cool LoTekK, your low poly texture and model work has definitely improved :) The skin tone saturation feels good to me, no need to make it all milky... it blends well with the style and the colors as it is right now.
Rooster, that looks awesome. This may be stupid, but wouldnt it be possible to use a falloff shader on alpha to make it so the lines only show up from the right angles? like no front view showing through as noise from the side.
That kicks ass man. I was thinking of cutting up the main body similar to what you did for the uvs. I'll have to give that a go. I'm working on a DS lamborghini right now, but will be making a spitfire after that. Alex
Armanguy, i think the main problem with the nod artillery tank in-game is that you are forgetting to set the gloss level; it's too high. you may have to play around with the general gloss and specular levels to get it to look right.