Trigger, the style you are going for is great. But I do have to question the efficiency of having all of the detail for the characters under their helmets. From the top shot, all you can see is the helmet. If that is the view that the player is usually going to get, you could almost get away with not using the characters'…
Maks: Looks like you might be jumping the gun on mormal mapping before the sculpt is done. Also, use a better image host (imageshack/photobucket/etc.), every one of the pics I clicked on threw up a giant floating ad that made it so I couldn't see your work till I clicked on it and got more popup windows.
sandro, thats lookin great. My only comment is that you could sort out the cheesy looking "hair/fur" stuff on his face & head. It may be just a personal gripe of mine, but I think all that hair/fur stuff in recent cg looks horrible (checkerboard and lens flare bad), and has nothing to do with your piece ;) try to blend…
actually, i like the hand / wrist region as it is. just my opinion on it, because it makes it look more deformed, a la "Rage" the only thing that throws me off is the tire. for some reason, it doesn't look like it belongs. ie: it looks like it was just added last minute. seems like its floating, and not really tight around…
Neox : your stuff looked great in game. I checked it out in the editor to see if I could move the spawn point out to the floating lighthouse...lol...Imagine my surprise when i saw it was a carefully painted plane!...you guys rock. Can't wait for the finale...And the Blur level cinematic...And the flying whales worked out…
worked a bit more on it the mesh is just a zbrush model with that new optimization thingie put on it, highly unoptimized, no uvs, no normalmaps no nothing just a crappy model and the new shader additions, also i didn't add a thickness map so this might change a bit once i have a real mask :) the idea is, that this guy is…