Thanks dudes! @Shrike - Yeah, the flatness is pretty intentional. We're using surface shaders, so all the color and lighting info is derived from the texture. We made that choice because we're using 3D characters on 2D backgrounds, so it helped to bridge the gap and have them fit together a bit better. Thanks for the…
Thanks for your input. This scene is for my portfolio. The texture on the ground is not the finished texture, it's more of a reference. I'm concerned about the actual grass. That is what I need help with. For the Lock I used the Bridge method in Maya. I do want it to be round and smooth, I will see if I can delete some…
Not a bad first effort, but your figure appears a bit flat. The abdominals could be pulled out a little to make the torso more cylindrical. The same is probably true for the sternum region. Some quick adjustments to the face would be to push the corners of the mouth wayyy back and pull out the bridge of the nose. Those…
Here are some wonky images of my progress thus far, almost done texturing my assets but not just there yet. Also have to do a TON of lightmaps still, but there are a few made already ^^ Check it out: I still have to add my main centerpiece objects; flying ships going to and from side to side of the main bridge :D
ok, so i got completely stuck with this.. but im back for who knows how long to work on this.. im trying another aproach which is to just take the idea and try to get something really weird looking .. hpoefully ican bridge the styles.. or atleast have a respite before i go back to doing detail sculpts of everything..
the most tedious part of the organics structure is done! (popping the rest of the holes into the organic structure with bridge faces in maya. What I've got now a very rough massing to get started on the sculpt. Lots of refinement to do! I do believe that Mudbox has a different FOV, and that is why it looks different, the…
nice stuff. I think that color is a choice of taste. Everyone would have different prefereces However, what concerns black outlines, I find them sometimes too thick, especially those on the foreground dividing steps of the terrain and the one of the cliff, just where bridge starts. Imo outlines take too much attention.…
very nice stuff Kevin I loved how the Necris theme was looking in UT3 (aswell as the rest of the game. one question, how much time does it takes you to build something like the decopillar or the bridge thing ? Can't wait to see more goodness from you dude :) please say Hi to Bastiaan (Checker) for me :)
Ooh, lots of familiar landmarks in that. I walk across that bridge most days. It was pretty obvious this was going to be a dodgy low budget film when they picked Melbourne as the place to shoot over the marginally more expensive but better equiped Sydney (and indeed over anywhere in the US). That and its based on a…
Judging by your ref pics, the nose needs a slight upwards turn, which you don't have. It and the mouth also look to be set a bit far forward. Aside from that, definitely focus a lot more on the bridge of the nose and brows, like Shotgun said, and consider making the chin a little bit more rounded and subtley more defined.