Wow thanks for all the comments, agreed guns definately need a touch of colour, Thanks!! Also the normal map I generated is a tangent space map (mostly blue), its just when you show normals in xNormal it displays it as a world space map in the viewer for some reason!! Heres another creature I've been working on:- render…
I love the concept, and the mesh is looking solid. One thing that bugs me is the ankle area. You have a heavy shoe and these heavy calf components- the ankle just looks terribly vulnerable. Maybe make the shoe more like a boot- have it cover the ankle some. It's a nitpicky thing, I guess, but it's a definate eye-snag for…
1.) rotate the view so that you can see the front better 2.) right click in that viewport and click "quickslice", you will see a dashed line where you can define your cut - make it at the 1st 1/4 of the model and rightlick to apply that should add a splitloop (easier though with polyboost, max2010 or some custom script)
The jawline isn't very well defined, and fixing that up could help solve the problems there, also, the front of the ear should connect with the side of the head better. it might just be the angle but that face is looking wide too. That said, I dont know that much about head modelling so I'll let someone with experience try…
Than gauss. Much appreciated. ATM ive had to stop working on ratman,and do a high poly character for an assignment. Ive done like 4 so far. Its so hard to define the jaw line on people so that they dont look really fat. P.S - gauss: 2 more posts and your post count will be "1337"
Obviously any critiques are welcome, especially paint-overs... To do this bust I have been mostly looking at pictures/doodles from andrew loomis so I can get the anatomy right. Also I've noticed I lose a lot of definition in the smooth shaded views, whereas the none-smooth version is quite defined. :S
Heres my first attempt at a character model, and playing around with zbrush. This definately makes my life easier though! <3 Zbrush! Crit crit crit! I already know its really symmetrical and it needs work in a few places, but overall what do you think? sorry the staff sucks so bad i plan on working on that more later Jason…
Source >>> http://alexjjessup.deviantart.com/art/AK337-393171376 Modular guns are h-o-t and I aint made one in a month or two so let's get it done Dunno if I'll make all these parts or not but here's the breakdown, Base blockout to define volumes and junctions So let's contemplate the barrel first. All these parts will be…
Welcome folks, As the 3December theme seemed to go well, the next logical step, of course, is daily for a year! Define your dailies as works for you. Maybe it's one a day for a week or two weeks. Maybe just maybe at the end of the year you have 365 new items. That.s not so many right? 365? you can do that surely... in a…
"Complete Lighting" "The Complete Lighting output bakes the material colors, diffuse lighting, shadows, and specular reflections from your scene. The material properties are defined by the material(s) applied to the high poly mesh(es)." I want do bake (combine) all PBR textures that i painted on SP, to just one texture. I…