[ QUOTE ] Practicing some facial meshflow after the desaster that was the previous one I made. [/ QUOTE ] Not bad, especially the mouth area looks good. You really need to work on the connection of the nose. The best way would be to use the loops of the lower cheeks (those running outside of the fold that runs to the…
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…
Soccarman18: Other than those ones, no I'm lazy... Sa7en: Why yes, Henning, I am planning on painting him! Glad you like. Madman: Painting, yes. I might ask later if MoP would make some nicer lit photos of him so I can show them off appropriately in my portfolio. He's the one with the tripod and nice camera, ya see. I've…
[ QUOTE ] Spent way too long on this... but luckily its taught me a few lessons. This is the xnormal output, looks bit different in UE3. Spec/Diffuse/Normals/Emissive Need a bit of help See the top left corner? Thats how I want it. I want the brown medicine jar full of glowing liquid. I've got it modelled (smaller cylinder…
The wood is really not convincing IMO. For the most part it looks like it's just a cloudy brown texture. Also, it looks like you are lacking ambient occlusion again. The door to the farthest left (the one that's cut off) has the normals popping really well there, because of the angle and the lighting. But the one in the…