Richard Kain, are you thinking of Unforgiven? The saint of killers in preacher was based on William Munny from unforgiven. Preacher owns just getting into it, It's my fave right now. Can't wait for the Preacher series. I actually saw Ghost rider the other night. Wasn't that bad really, Can't stand Cage, and Eva Mendez…
My parents went overboard again as always. I give them a list and they take that list and get everything and then some. It's nice to have a lot of nice things to add to my cube at work though. Guess I shouldn't complain that I got too much but my little sister who is 10 was asking my step mom and dad how old I was again…
hi! I feel you can still push the anatomy based on some look alike references. Here is a rough overpaint based on some old man reference. In that case the main thing would be more pronounced saggy, weighted down volumes that break up the face and give sort of those vertical lines. But I don't know, maybe you want him to be…
Hi everyone, Here is a small update to inform you about the advance of the Winter Shaders package. First of all, I am working hard on making this package available for Unity 5 and to support all his fantastic new features. For that, I am rewriting a big part of the shader as it will be based on the new Unity 5 Standard…
Epic kobayashi link Muzz...ta for the share Ma.k, a very potted history....Ma.K started as a serialisation in Hobby Japan called SF3D a sort of comic strip come sci fi adventure played out with stills featuring powered armour suits kitbashed from several other sources , which then had the designs converted into model kits…
Hey Zerk, welcome to PC. The shock rifle seems a bit clunky and significantly lower rez than the target painter. No offence but its a tad boring in the barrel area. Adding some diagonal slits to dissapate the heat from the shot would be effective to add more visual interest while keeping the weapon consistant with its…
If you are aiming at character art and design anatomy should be your number one priority. You have some good stuff going on in the examples above, but also mistakes that are holding you back. The figures look like you are sculpting at too high a resolution. The male figure looks particularly lumpy and the head, arms and…
To JadeEyePanda and Amile Duan: Thanks a lot! You guys give me a lot more confidence since this is the first time I am trying to transfer a sketch into a 3D scene. It is HARRRRD ...LOL To David.J , Laughing_Bun and Pixelb: You are right, I like the mood of the original sketch better too :P But it is too Diablo3 looking…
Hi @de_cbble thanks I'm in my new place and have internet now let me see, for the cloth, I usually just try to get a simulation I'm happy with and then add detail in zbrush you can see the meshes I ended up with on the previous post. That's literally what I take to ZBrush. when detailing the clothing I add thickness and…
[ QUOTE ] SF: What confuses me is that games like HL1 or DOAXBV (the latter I know because someone ripped a model from it into UT2003) use one texture per UV group. That's roughly twenty small textures per model. In HL1 all MP models are reUVed to use only one texture map so it's not an engine limitation. Why would you…