The only thing catching my eye to watch out for, is in the middle of the "swirl" lifetime, the energy arcs shift direction, and to me gives it a sort of sawblade look instead of the swirling inward, black hole feel. Not sure if that makes sense or not? The beginning and end of them look good, but that middle of the…
Hello Friends. Here is my WIP for hand-painted diorama I'm doing. Getting a little busy IRL so might leave this for later. First time using marmoset render. Please let me know if there's anything I can do to improve lighting etc. Also feel free to comment/criticize.
http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Download the texture pack full of ramps. Just incase: TF2 uses it's own Ramp, DOTA2 had many Ramps for different hero's but half of them aren't used (they're basic HL as of now), and IIRC, HL2 and Portal also don't call in any textures.
tnx for the comments guys the fingerprints could indeed beef up the realness of the picture Slum: it is a little glossier then irl , i did that because with the more glossy look it looks nicer to me, the plastic bump is also a good suggestion I'll update the model when i get the time , any more suggestions anyone?
Looking much better facially, the eyes especially are a great improvement - the only thing that really stands out is the bright neon green iris. Also he shouldn't have fur on the rims of his eyes, should just be skin for his eyelids. Here's a really messy, cross-eyed paintover of what I mean :
Hmm yes i think i am beginning to understand what KDR meant, I took a look at the Joan of arc tutorial and i see, the workflow of the character yes you are right about how the musclature and the anatomcial setup of the character is fully represented in the geometry. hmm ok let me get to work on it.
What kind of crazy person doesn't use hotkeys? Although marking menus in Maya are almost as fast, so better for stuff that you don't do all the time and just need occasionally. Max's quad menus are slooooow by comparison, and IIRC Lightwave doesn't have right-click context menus. Does Modo?
Could be nice to see how you plan your sharing texture space. I mean for example the window arcs could share some textures. Or is that a problem? I heard UDK is problems with a) UV seems and b) mirrored normal maps. I heard thats why the have unique textures for all the stuff.