vitor -- looks good man, I realise it's still early days sorry if some of this is obvious comments in the shader, desaturate the reds a little and/or try seperating the diffuse colour a bit more (more grayed yellow) your eyebrows are represented in the normal, but looks like it's poking in instead of out For organics, make…
[ QUOTE ] [ QUOTE ] Btw what are about the max poly counts for models in quake 1? i image very little but still i am curious. [/ QUOTE ] 4096 triangles, however most modern q1 engines support up to 65536. Only tuts i can find on blender on human modeling is involving subd's so that's not what I want, besides, I can model…
Thanks for the feedback guys! Looking at it again after a night of sleep I have to admit that these standard tribal tattoos do look a bit cheesy I do want to give her the tattoos but will handpaint them to look more like the concept and so they will look less tribal. I'll post a pic with and without tattoos when I am…
Hey guys, I'm posting this new work in progress to hopefully get some insight on modeling in zbrush since I'm somewhat new to it. Basically I'm taking a low poly maya model into zbrush to create a high res / high detailed normal map to skin on the low res. however, there're some features of the lizard that i left to do in…
As an addendum to that, here are some thoughs I felt should be added. Now, you did a good job about picking out the hard and soft muscles as individual chunks. Now if you scale your image down as if you were looking from a distance you'll be seeing lots of light and dark spots all over the body. You'd want to go in…
[ QUOTE ] Wooo vaseline walls! I think if you toned down the specularity and had some decent lighting, that cave would actually look kinda cool. Just a suggestion, for the bits where the rocks clip into each other you should have some kind of blend layer to hide that. Like maybe some moss or something with alpha'd edges to…
Hope this thread is good for this (especially the size of the images).. Ok. WIP Concept Im still working on what it looks like and some of the techie stuff. [ QUOTE ] Physical Description: Medium sized land cannon which is basically a very slow tank. May move with wheels, legs, or by some sort of hovering mechanism.…
Edit: My site went on holiday, updated with some image host... quick head I did yesterday since I was sick of re-using assets; good to make something new for myself too only temporary textures for now, needs a lot more love. 2048x1024, diffuse/trans/spec/normal Big rant/reply: sorry for not replying for a little, have had…
OK, I retract my earlier "self-propelled rotating arse in space" comment, SouL Thanks for those pointers. I agree with the majority of them, however what you said about the lower lip harsh edge I'm gonna have to disagree with. Some people have them, some don't - the photo ref I'm working from shows a distinct hard edge…
holy WOW has it been a while since my last post on polycount? ________________ anyways. i started working on a mini side project, trying something new for a change [environment art]. i'll keep this project going, posting only when i stamp a certain asset "done" so that i can get some crit from the outside. the point of…