The pose is looking better and the textures as well, nicely done! I was going to say I wish the angle for his smaller gun would of been placed better to show it's form but you already fixed that in the latest image so props to you! I wish you could do something about the leg as it looks like he could of used just a few…
Thank you guys again for your wonderful critiques! Taking everything into consideration, I am going to spend some more time with this to get it looking top notch! Bedrock: the light was passing through because I set the attenuation radius a little too high... DespicableCheese: not too sure why the film reels on the floor…
This is looking killer. Pun intended. The metal texture on the barrel is a little too clean imo. On the whole I'd say your textures could use some more micro details. Also the roughness looks off in a couple of places. Maybe throw in a a layer or two of roughness variation.The silencer material isn't super readable. I cant…
Thank You Noors I've been looking into them and most of them are pretty good representations of the satellite but are tweaked to help to what they need. As should I but What I am concerned about it all the technical stuff. How much can be too much. Right now here is my progress and im almost at 2,000 poly's for one tower.…
no thats fair crits two listen, I know Im making the silhouettes pretty heavy and the shadows quite dark. its partly because of me being fairly new to using dark shadows, I used to be really scared of adding too much shadow cause it hides all those nice details but now I see it actually enhances the shape and details Im…
About the cell shader, it might look even nicer with a clamped lighting effect you described, controlled by a 1-D texture. Put a (subtle) touch of blue/purple in the shadowed areas, and a bit of red into the midtones for a more toony effect. The transition looks better blended a little too, rather than a harsh two or three…
But to be fair rollin if we're talking about a character with two textures, one applied hands and head and the other applied torso and arms/legs then you're going to have two draw calls. In this example, anyway. Two maps will be one draw call if you use layering with two textures applied over all pixels, or write some code…
You're on the right path for both render and game-mesh (or at least one of the right paths; there's always more than one way to do something). Take note that I have a very limited amount of experience compared to what many others on this site may have, but I can at least pitch in my two cents, and maybe point you in the…
Hey, I think it looks really good! What I really like, is the overall shape of the chest and the sculpt damage details you have added across the border of the metal parts. A few tips that might help improve it further: Textures: I think it would help calming down the textures a bit. Right now, there is a lot of small…
Vcool: swapping it is easy, the instructions were a little tricky the first time, but i've since swapped them back and forth(if i want someone else to use the camera i'll throw the AF focus screen back in, otherwise people tend to get confused with the split prism). I got a cheap one on ebay, let me see if i can find it.…