Thanks! And the face looks good I think :P Finished the head Wire frame seems a bit messy now that I look at it Sorry if the images are big or something At first I just intended to make a bust, but I think I'll make a full model He's not going to be completely human, but he'll be humanoid. He'll have stubby legs and big,…
Frozan, first off, Little Big Planet is quite addicting >,< Second, it's still missing quite a bit of stuffs. If you've seen my post back on page 166. You'll notice all sorts of goodness / reflective awesome in Maya. Recent post was mainly "YAY I GOTS IT INTO UNREAL!" :3 and the glowy bits. Agreed on the white center /…
thx :) 1- the rocks where painted with mudbox (highpoly) 2- then sent to XSI( or 3dsmax) reduce the polygons (with poly reduction tool) 3- then exported to "UV roadkill" tool, create the uvs 4- import to xnormal , generate the normal map and occlusion map based on the high poly model 5-and import to unrealed 6-in the…
[ QUOTE ] Still very wip, from a cube. I'm definitely looking for feedback. i dont know how you guys do this, it's a lot harder than I thought :P [/ QUOTE ] you pushed quite a bit there, judging that you started from a cube ! 1. The whole hair thing and the hair line going to the sideburns look kinda goofy, really takes…
aimbiz, thats amazing. loving it and numpty: wow. but, i think itd be good if u set up a 3point lighting [for display purposes] and not render against a black bg The_Kozmonaut: i think ther's a bit too much noise on ur texture. im not one to judge, but at the moment, it feels that way. otherwise, it looks real good! now…
i'm not sure what the exact context of this piece will be. but to me i picture it on the side of a highway in the boonies... almost shack-like. i'm totally reading into how i see the piece being used so feel free to ignore these crits if they are not relavent to the situation. 1 - slightly twist up some of the boards,…
be brutal ?! ok here we go promise not to be offended ! :) - the uv map big time wastage of space i see 4 circular uv shells 2 having horizontal strips stick out i looked at the model for really long and i cant figure out where the texture for that actually goes you should really only have 2 circular uv shells on your map…