achmed, i'd try to break the silhouette a bit, right now the normalmap gives him a lot of depth the silhouete can't hold up, it's very smooth, a bit more edgyness would help him i think maybe something like this, green is your silhouette http://polyphobia.de/nonpublic/beefed.jpg you already started giving him some form but…
i would get rid of the normal and specular since they arent doing nothing at all , also i would paint that diffuse a tad better with better lightning, because right now it all seems like dodge n burn , and no color variations at all like purples since he still has red blood :) push that diffuse alot more and sharpen it up…
mtg_kirin : flashlight or fleshlight....(surreptitiously glances from side to side... ) hahah kidding :P normal maps look pretty clean, Im assuming the texture is 1st pass, I think once you get a proper spec and some details in the diffuse itll look rockin, only thing i would maybe suggest is pushing the silhouette a bit…
Learning to model in max, this is my first creation so far. I'm liking how easy it is so far, and i love the modifier tools, though i still need to come up with a good keyboard configuration so i can access all my tools at the push of a key rather than searching and clicking. any crits? or any examples of butt geometry?…
@Odium, thanks bro. I have really been pushing myself to break a lot of really bad habits lately, namely throwing pollys at everything and relying on high res textures where I really should have been taking the time to paint the details properly on a lower res sheet. I am staying away from high poly work untill I am happy…
That is looking awesome Enix, keep up the good work. You may want to make the skin a little darker and the gums a bit redder. The whole thing looks a bit de-saturated at the moment so pushing the colors I mentioned may help that. As far as realistic texturing goes, I can't really help you but it looks pretty realistic how…
thanks guys :) SEKNeox : the ears aren't touched at all yet, the edges are just badly triangulated edges since that export was just to check the textures in the engine, as for the collar thing, everything will be covered by a cloak/hood so I didn't want to waste polygons on that part. I'll fix the lip and stuff, good call…
Ooh,by the way, Adam, i really like the whole model, but that push on the polys at the back which is turning them into blobby form-less horns is really taking its toll on the model. You should just bring it back in, or make it flow through out the model.The latter might be difficult to do as im getting the vibe that you…
[img]http://nonpublic.airbørn.de/wip/neox/vehicles/messenger/messenger_06.jpg[/img] started baking yesterday, still some parts to do... @supa: haha funny thing :D @stjoris: very nice lowpoly stuff, definitely fits the style, let spayes guys jump around in that set ^^ @elemtrix: i'm kinda missing contrast right now it kinda…
[ QUOTE ] Working on a new shmup: http://www.youtube.com/watch?v=_aw5ykjTK9E [/ QUOTE ] Hmm, it looks a bit too generic in gameplay for my taste... however the blast effect to push away shots is sweet. The overall idea with the atoms and such seems like a cool concept too. Edit: maybe extent the atom idea with some fusion…