^Marks: Thanks man for being real with me. I appreciate that alot. Here is a WIP - needs set dressing and lots of tweaking. Based on this concept from Splinter Cell Blacklist - http://i.imgur.com/Xbp79xB.jpg I don't have a ton of time atm /w work, but will definitely finish it.
Long live the boobs thread! :) Anyway, here's a small contribution of some more 3d girlage. After watching Mike Knowlands Last of Us sculpting vid on ZBC, I was inspired to redo the drapery. Still not sure wth is going on with the hair, but w/e, I'll figure it out.
i really like the face, really cute face XD and i agree w/ silvershrimp about the folds, yea reference is king but i really like your interpretation of the backside, very different and unique! me gusta!! haha anyway.. good job!! good luck with the internship!!
Another point, is that you might want to build some of the wall into the doorframe and once oyu build up a full doorframe with access panel and eveything you can usually bump the size up to the next grid unit w/o worrying about the actual width of the door itself.
funshark> 1) Manually tweaked to get "hard" look where the extrusion/cube meets. 2) Way you described. "Set to face" w. "Match face normal" and then Soften Edge. Note the look where extrustion meets the cube. 3) Soften edge only, no "Set to face".
It's the default texture filter when rendering in max which makes your textures look blurry and soft. Catmul rom will sharpen the image, much like the sharpen or unsharp mask filter in photoshop and give you crisper results. Maya has a similar issue w/ texture filtering.
Yeah i'm not really the greatest fan of the whole black and white thing when you're hidden either, makes it kind of hard to distinguish what areas are dark when it goes all b&w so i always end up running throuhg a light area xD
Go Go frenchfry power! Looking great Pior. I love the super dark shading. I think it could be a bit more powerful if you introduced a light grey and used it to draw attention to the parts that you leave in straight b&w like you have now.
looks rad! really cool upres of him w/ mechy biddles and stuff under his helmet. but i mean COME ON. he doesnt look ANYTHING LIKE MEGAMAN omg wtf. Are you plannin giving him more realistic proportions? Or keeping to the goofy game features?
Here is some Art done by myself and the Art staff at America's Army for our version 2.7 release (http://www.americasarmy.com) To thoes that dont know of the game is a free online FPS made w/ the Unreal 2.5 engine. I hope you enjoy, more images are to come!