Ruskeydoo , TheNeverman, Tumerboy: Thanks! PatrickL: That's an interesting point about blank slates, but it's not necessarily a bad thing. Take a look at the original TF2 models without actively thinking about their personalities. They could have almost any personality you wanted because their looks are fairly ambiguous.…
Amazing work you guys! Very inspirational,and very much my favorite entry. Great winkles and clothing details! I've loved the scrolls since I first laid eyes on them =) Crits: - Round out the nose to be a bit more natural, its "weather girl perfect", you can only buy a nose like that you can't find anyone who is born with…
Ok guys, I had a chance to work on this guy some more and I have attempted to work some more color into him. I also combined the normal maps with Crazybump this time around and I believe I got a better result even though I'm not sure it's obvious. I wanted to start this post by stating one of my main goals with this…
Gorgeus work but you don't show it off large enough in each case for people who are not artists to be impressed and artists can't scrutinize as much as they would like to. You ought to make your renders 2-3 times the size to really help sell how much your textures are doing to sell those models. Likewise, a flat shaded…
That's the really great thing about XNormal, you listen, and put in features like a mad man! I really do love it and its crazy awesome for making normal maps. But I can't use it at work. Just to expand on my max AO work flow (to help you make XNormal more kick ass). - I like to place dominant lights, like if I know an…
If you follow the concept then you should leave the torso like it is but bring in the pants and waist(they are mega wide at the moment), thats whats making the upper torso and boots look so thin. Also the face texture is very nice but i think the transition between the sides of the head and front of the face is too sharp,…
Hi! I don't know if that helps, but the few times I had to deal with PNGs in production, we realized it was just a very bad idea. This mostly comes from the transparency not being handled as a *channel* (what us gamedevs want) in the actual format specs, but as *transparent pixels* instead (like the purple stuff in gifs).…
[ QUOTE ] right, I'm aware of the different needs based around what type of game it is. I can't go into too much detail until the project lead says it's ok to do so. Really I was just asking around for anyone who has done any work for XBLA before to see what kind of complications they have run into and things of that…
I hate your website man... LOL No really as it stands now it's a real pain in the arse to view your work. I really think you should have a separate page for each of the models when you click on the thumbnail. Right now I click on a thumbnail and have to scroll down to see what happened. If the person isn't really paying…
You can see I've plugged in the default mask1 and 2 textures for DKs original weapon. I would expect to see some gloss/spec on the texture where the UVs and the mask intersect, but I do not. Making me relatively sure the masks are being discarded entirely during the compile.