really nice looking model! I'm impressed by the amount of detail and that you modelled the chambering mechanisms at the back. Do you have any wireframe renders of it? I'm working on the same weapon myself and I'm hoping I can make it as cool looking as yours.
Absolutely beautiful! The style is very nice. I had to chuckle a bit when I saw the wireframe of his armor, the design is so beautifully optimized that you never notice how low poly some areas actually are. Keep up the awesome work.
This is awesome man, i really dig the style. Do you think you could post a bit higher res image of the wireframe shot? I'm interested in seeing how you put the roots together but i'm having a bit of trouble seeing it well.
Kharn, my man, that is some of the most vivid and beautiful foliage I have ever seen. I want to know how you did it. May I see your texture set up and some wireframe? Maybe even a workflow if you're up to it.
Jonathan: clone your model then add a slight push modifier to the clone and give it a wireframe material. Shadow: nice tank - I agree with EQ, I think the noise is a bit too uniform over the entire tank. Still looks very nice though.
Ok, had a few things that came up, had to deal with em, but now I'm back! (I hope...) Ok, here are the wireframe that I promised about a month ago it seems. This is still the same one, I have had time to tinker with it yet.
Was the specularity map realy needed that much? He looks too shiny now. Oh and since i'm picky... Lower the contrast on the neck or blur it. Its too cartoony. Pretty awsome though. Edit: Oh and can we some some wireframes of this guy?
Got the low-poly done, it's about 16k tris right now. Here are some screenshots of the normal/ao bake and wireframes taken in marmoset toolbag. I still need to do some tweaking and cleanup but for a first pass I'm fairly happy with the bake.
This is my wireframe, I did it for the sake of making it but I did get graded for it in my portfolio class. It is normal mapped but I was't planning on putting it in game. The polycount is ok but I can definetly take some polys out on the spikes on the top of the domes.
Ah, you mean those "bounding-box corners" ? I find them usefull, otherwise there's no way to tell what or if you have something selected in shaded (non wireframe view). 3DS Clean turned them off but I immediatly switched it back on.