Seems like every place in Denver has an ID man, a cop at the door, and they HAVE to ID everyone. Even my friend who is 50 is always id'ed, and he know's them personally. :P
Something Ive out together in few hours today, so a quickie. Hope you like it and feedback is welcome. I know there are lightmap errors on those meshes, which I couldnt solve on my own. They are UV mappd correctly as well so idk.
so ive been working on a game for a while called ascension and this is the deployable sensor. not much to say about it, the animations were fun to do basically each piece comes out one by one and then there is a rotating radar idle anim. hope you like it
CHARACTER 2 ive been making a new character because i was getting burnt out with the last one shes a robot / cyborg - idk which one yet - who has been made by the clockmaker ( last character )
Man I think in oreder to bake something as precise as hair width you gonna have to have absolutelly no stretch in the UVs! Idk, perhapes unfold UVs in individual polys? It's quite risky..!
i am no expert but i dont think it would be wrong to say that, what youve made are too lame to get looks, let alone receiving critiques. aim for something, cooler? idk
well a lot of work is still to be done including skin shader :D yeah eyebrows are on a cap plane but since they are not going to add a lot of geometry idk if i will be adding any cards on top
Add your voice here: https://forums.autodesk.com/t5/3ds-max-ideas/mikkt-tangent-basis/idi-p/6940201 vote for my post on Mikk tangent basis to be implemented in Max.
IDK, but I think that those shoulder thingys look a bit bulky. And, it would be kinda cool if, in the textures, you added some kind of scale pattern or something. Have a shield/sword yet?
Looks fine I think you can start on the accessories, clothing armor and such. Is that the zbrush standard male? I never used it so idk if it is also if that is your base mesh nice work.