Hi Everyone, thanks for the feedback so far. @Ashat - yeah, that's a spelling bug that pops up for me from time to time, now fixed. @Rick_Stirling - The Upper legs are 8 sided. The Calfs pick up 2 edges at the knee and are 10 sided. He is alittle knockneed but that was consistant with the leg referance I used. I'll bring…
Thanks guys! I didn't expect such a reaction lol, staring at this thing for weeks, I was starting to think it looks like crap! :poly136: As you know, i had a lot of problems getting 2 sided alphas in marmoset without glaring shadow issues. My solution was to take 2 screen shots, 1 with and 1 without shadows, then in…
thanks gents for the great comments so far.. before i take anything further i'll take everybody's crits into account.. i think i see it now.. i think his ears, eyes, nose, mouth are all placed a little high... kinda did t his from memory w/o looking at any refs.. i'd like to try to stylize kain a little bit as opposed to…
Overall, it's a nice improvement, but some parts still need fixing. Here are the main areas that I've noticed and think could use some further improvement. 1. The extrusion looks really weird - it should be much shorter. Example : http://www.rusmilitary.com/images/akm_3pcs.jpg 2. The stock too looks strange, almost as if…
im not sure if your aim is to make something heavily stylised, but I think your eye sockets are very large and oddly shapped, a bit flat too... you should try putting a sphere in them for the eyeball then modelling around that. Also get some reference of peoples faces/eyes to hep you with shaping them :) Your legs are…
So it's kind of silly to repost so soon, but after posting here and looking at my website on a different computer and just having some reality set in I've come to the conclusion that my portfolio needs to be redone from the ground up. Somethings I've decided to work on and change in both my website and portfolio include:…
Mark Dygert, you're really taking this to the next level. They don't want it even that sophisticated at all :) Considering me, I'm heavily annoyed. I was ready to export everything and out of a sudden the keyframing doesn't work the way it used to. I animate the opening of the book to page 1 which is 45 frames alltogether.…
There isn't much that will be captured on the AO and normal passes. You have a lot of long flat surfaces so not much AO or normal detail to capture. AO is calculated when two pieces of geometry have a difference in angles, such as indented corners (like the inside of a box), indents and extrudes. Aside from the edge…
It's a bit confusing, are you making this in zbrush or normal modelling? The first screenshot says zbrush, but the wireframe in the second says just normal modelling. It's also a bit unclear what parts are just lowpoly/base and what parts are already (turbo) smoothed, but overall the edge widths seem nonexistant. (and it's…
So theres really three things: 1. Greyscale bump map 2. Normal map generated from bump map 3. Normal map baked from high poly mesh. 1 and 2 are essentially the same thing at the end of the day. 3d engines/renderers can not render a "bump map" without first converting it into a normal map (if your renderer takes a grayscale…