I agree about using a realtime shader to preview the car paint, it very quickly exposes areas where the meshflow could be improved. Car modelling is all about observation, the better you observe the more accurate your model becomes.Here are a few crits: Image And yes, I am a picky bastard
here a little something I think I'm finished with....I don't know though....I wanna know what you all think. i tried to keep as accurate as possible, but with so many variations of the Mauser I kinda took bits and pieces of all my reference images and stuck it together. Enjoy!
Looks like a black guy. Vin Diesel doesn't really have the big lips and nose. Anyhow, since I moved all my other images, I'll post a new one with some texture changes and what-not (tried to make it a bit more colorful and what-not, as everything was rather desaturated and monochromatic previously).
wow DP, you're improving quite a bit. Reminds me of the kind of paintings you'd see on a church ceiling. Why limit to only 32 colors? Not sure if I like the color of the background on it, makes the whole image seems a bit monochromatic. A more contrasting color would help the figure stand out more.
Ikraan I was checking out those tattoo's again and I think, if you'd still like to keep them, that you could get away with making them more stylized - much like the image shown of Shirow's work. I checked it out and Shirow's tat design seems 'stringy'.. very loose almost. Something to consider.
Hello, Long time I haven't post anything ( years probably ) It was pretty calm at work those last days, so for once I decided to make something less progamming side than usual and I start to model a little idea I had some weeks ago. and a bigger image version here
More level fun, figured I'd show this after getting it to work with some tweaking. Got the particle effect to swing attached to to the pendulum mover. http://studioflaagan.com/images/3d/gearsoftime/pendulumparticle.mov I like how the chromish shader looks, but I still plan on making a tarnished bronze / copperish shader…
finally starting on the tiki room assets for my walkways level.. http://www.studioflaagan.com/images/3d/walkways/tiki_wip2.jpg guy's about 1200 polys, and that's a baked on lighting (i love that stuff!) update: in engine gonna give him glowing red eyes, but particle effects wont be started on til all the models are in the…
crash i allowed my self to tweak that image. one of u might want to move some verts in that head. it has some issues check this out. do u agree? it might not be perfect but ithink it helps it. and in words id say the chin is too shart and the space between lips and nose is too much. slightly
hmm i scaled up the hands a bit because i felt they were to small... i'll give it a closer look later and scale them back down maybe. The feet should be more or less correct looking at images (of statues), i'm guessing they had wider feet back in those time due the lack of shoes ruining your toes.