If you want a critique on your work, it's best you create your own thread in the pimping and previews forum. Also take a look at this thread for a better way to present your work for critique. http://boards.polycount.net/showflat.php?Cat=0&Number=149437&an=0&page=2#Post149437 (anyone else think that thread should be…
Vahl: ooh man, shes cute! Androgeny is one of the key features of "beauty". Do a lot of facial drawing studies and you start to notice this. Thats why runway model girls look like guys and model guys look like girls 1/2 the time Edit: Looking good, Ben! In with the ninja post...
[ QUOTE ] nice bloom there irratant. that looks impressive for being a quake 2 engine. [/ QUOTE ] Thanks Reflective water added today(thanks to Dukey for the tutorial) Hmmmm what next. What can I do to make my engine prettier and more unstable Real time static lights....mmmmm uhhhh...Homer like RTSL.
For last night's practice model I wanted to do something low end, very low. This also gave me an opportunity to play with more creative uv mapping. This character started as a riot police officer, ended up a golden knight. Anyway, all fun, silly stuff. :P 2-3 hours total.
Finished my first UT3 Map DM-Daikyu Its a small map for 2-8 player in the asian theme. Its also a good map for 1on1 matches and sniper duels. Some action screens: Download links: http://files.filefront.com/DM+Daikyu+finalzip/;9607694;/fileinfo.html http://rapidshare.com/files/90720712/DM-Daikyu_final.zip.html
amazing work everybody this eye candy makes me happy every day Thought I'd share an art test I did about 2 months ago... although they said they liked the job and had me in for an interview, I didn't land it... owell just gotta keep on truckin' Farm House Scene UT2k4
[ QUOTE ] MK23 Socom Normal Mapped. 2*512 for standard Mk23, 1*256 each for silencer and laser. [/ QUOTE ] Are you THE short_fuse, famed of the CS community, if you are, I'm still using your MP5. By the way that Mk23 looks awesome, specially that HK supressor. Good to see you working on some new stuff.
[ QUOTE ] happy birthday hobo! good that you learnt some stuffs on this character, and I wish you better success for you next one! I take a break from my human character... on the right, Stupimon N°2! Parrozard.. or something like that [/ QUOTE ] This is totally awesome and a welcome change from the usual type of model
thx! i just cut the rock in 2 parts, bended each part to make them looking pretty much straight, ajusted the vertex position at the border and merged them. Duplicate that part again and ajust the vertices at the border to make them match. i usually don't write that much on this board because of my english but i hope it's ok
see the link under the image not really any technique to it random crap on a layer (human shaped thing at the top) duplicate that layer flip it change blending mode and move it around left/right and see if anything interesting happens where the 2 layers overlap. If only I could repaint what I think I see with some detail