@ confracto: At first I was like: "I was wrong? On the Internet?! How can it be?!!" So I ran through the house ( actually just through one large room as I'm living in a flat ) looking for that dusty box with old Games that won't play without a DOS-Emulator ( big box, very dusty *cough* ) and found the MechWarrior 2: 31st…
I like the shapes going on in the background and buildings, but she is a little lost in it, mostly due to the distance and also the blackness of the shadows. I think the signs you have are a great opportunity to add some warm or dimmer light sources in that you could play with, it might work great for getting softening…
yes but in the end we dropped all outlines because of a few reasons, I tested quite a bunch of methods, and the most interesting one isn't possible in UDK as you would draw actual edge meshes with a stroke texture applied (basicly you detect the edge, create polygonstrips aligned to the screen and map strokes on them) this…
of course I dont mind. Glad someone liked it enough to actually make it. :) Since you went out of your way I will gives you a few rule of thumb. pay closer attention for the highlights are it can tell you where sharp corners will meet etc. In example I made the concept that it had sharp Angles infact my chest wasnt very…
onelunglewis: like your first blockout, can#t wait to see it all coming together - i really enjoyed the progess so far. okay as a few guys asked about rendering and stuff, i switched to vray pretty early as the rendertimes in MR where killing me and our renderguy is on vray so i could fiddle around a bit with his license -…
coming along nicely! i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges. same goes for…
@ZacD: Everything you need to know is here: http://forums.sc2mapster.com/development/artist-tavern/9662-article-modelling-and-exporting-for-star-craft2/ Really not too complex, but keep in mind this tutorial doesn't get into the data editor. That's where the real headaches begin, luckily I haven't had to deal with it too…
@TeriyakiStyle Nice work yourself there! Those shoes have a lot of character even as they are now. @Lroy Thanks man. Been really trying to push my texture work so I'm glad to hear its showing through. As for workflow, I start with the high poly first in general just b/c it looks nice. Then I build the low poly on top and…
*from the mists of obscurity something emerges to seek feedback* But first... Hey Spitty real nice polypaint on that fella! [SF]Three9 I really like the concept for your lizard warrior and nice start on the texture so far. I know its still early days so ignore me for now heh but I would paint a stronger light source on…
double post, but I got crits :D Top panel: Word ballon looks squashed up because of its long flat shape and the massive white space to the right. I would move the foot down a tad and give the balloon a more uniform shape. You can still anchor it to the border. I will assume the white space is for a establishing shot…