Mugged once, and I've lost count of the number of times I've been attacked or threatened without provocation. Some stick out more than others though. Mugged while out walking one night (something I did a lot in my teens, while stressed over exams and things), through a small village about 3 miles from my home. Dead quiet…
I tried switching to Modo two or three years ago but i still had to use max for work stuff and constantly switching between the two messed too much with my brain what with the different muscle memory and viewport controls so i stuck with 3ds max for the time being. But one day... ;)
I was amused at two australian actors doing the voice overs for the two characters based on American entertainment icons (and doing a good job at it too) and then reading that the performances were done under license from the rights holders of those (deceased) performers. Since when do you need a license to do a voice…
I'd say firstly the DOF is too high in the first image, kinda makes the church look like a toy as it's too strong, just be more subtle with it. Also you need more shadows in general, I don't mean make the lighting darker necessarily but your ambient looks really high over the whole scene. Check out this for some…
I liked One and two. But three I thought just had too many gimmicks and ODST was only single player. Reach seems to be like a team based halo game w/o too many gimmicks. The classes seem interesting too. But stuff like bubble shields and duel welding I just didn't like.
i really like the work on the last one , the harbor, however two things: depth of field in a large scale environment tends to make it look like a closeup on a maquette. i would avoid that. and the waves are too large. if you fix those two and some overexposure on the pavements and such, its gonna be photoreal.
There is the current stage of the scene. At first, I created MM for ID masking and Vertex Paint, but then I learned that I can't use Vertex Paint for nanites :( After hard thinking, I decided to take good textures for wood walls from textures.com and modify them for my wall needs. As they should not be damaged too old they…
The cockpit area looks longer and slimmer than what you have. The two front openings on the side are wider from yours. Most of your pieces look too tall and not beefy enough. The tail wing is also too big as well as the engine in the back. The panel on the side behind the cockpit isn't so circular too on the top.