Thanks man, I was experimenting with the anisotropy shader in marmoset. it seems to mess with my normals, makes them all split (anyone who knows what thats about I'd love hear from you) With the ornaments for the clasps I found a reference, than just for kicks I wipped up a high-poly in max w/ sub-Ds, then just rendered…
hate to ask this, but I'm still learning so here goes... Should I model these details into the low poly? this wouldn't be for 1st person or anything like that. I'm thinking 3rd person shooter. It's already at 760 polys and adding those additional details would raise it another hundred polys or so. This isn't going to be a…
@paprika i personally think you should try add some color variations to the fur of the mouse, looks flat to me imo...although i don't have the right to say that since i'm terrible at texturing and have yet to touch organic modelling >.<...it's just my two cents :P my progress so far on my mech....i'm really slow.....and…
pfffft. may be rushed but it looks mega dope sir.. if you keep going with it the major things I see that could be pushed are a separation of materials.. like you have a rubber tire in there that reads a little flat, there are some metals in there too.. and perhaps there are slimy areas for the algae and wet dead plant…
gav & g2000: nice work.. but both models lack a bit of variety in the texture what makes them somehow a tad flat Spatz: you rock! MGrecke: ha that's really great! neox: nice one!! :) are the folds simulated, sculpted or subd-modeled? Have fixed the face of this older model for fallout3. Somehow I was watching it for too…
Hello Polycount! Long time listener, first time caller. I've had this personal project rattling around for a while - here's an "Elite Dwarf Operator" I'm modeling and texturing. Crits and comments welcome. Actually, I was also hoping I could ask for some help here with texture maps. I'm using xNormal to create maps from my…
future-fiction: nice few changes you did at the end! really finished that up nicely. duck: <3! lovely anatomy and detail! daphz: awesome as usual :)! I am a shite character modeller and i only do it because i am pretty much the only artist working on my game projects! but here is something that was sorta semi finished…
Cordell Felix: nice work on the scene, but the one major improvement you could make to having it look better is improving the audio :) that may sound funny but the cheap audio also makes the scene, which is pretty well turned, only as immersive as that junky sound is. which is to say, flat. mix a creak for that trailer…
Thanks ! As for the workflow for making this kind of terrain : - I used Worldmachine to generate a procedural terrain from which I extracted a heightmap (4096x4096, 16bit tif format) - Then I used the heightmap as a displacement map in mudbox on a flat plane which had the size of 512x512 (maya units) - In mudbox, I…
Nice one tacit! Pecs and stomach look a tad weird but ace otherwise. :) Allan-p: Cool! You may want to revisit Clint's nose though, it's a bit off rotation wise. Texturing update, finished the head including mouth interiors and hair, although for the latter I'll have to see how it looks realtime before I commit to it. I…