OK, done with the base colors!! Dumping a few more refs here as well :smiley: I'm having a little bit of trouble with defining Taliyah from the background, but hopefully the shading will fix that!!
you could easily reduce the polycount quite a bit - just throw all the stuff away which isn't defining any shape, like the edge loop in the middle of each plank.
Nice work, I agree about the lighting. Some more contrast with the lighting could have defined the materials better (such as the rusty metal part at the front) but the modelling looks realy nice.
How did this title slip past my radar? This is going to be sweet! I like how the grass and trees utilize the game physics. Nice touch! I'll definately be getting this one.
bake some lighting into the textures - define these materials better, show some details how these weapons have been used, add dirt n stuff... ie. keep working on them ;)
I defined more of the shapes, subd'd the frame, and placed all the bolts where I need to cut them into the frame. It's 2:30 am so I'll grab pix in the morning.
To define the problem a bit clearer I posted all three channels of the normal map. It seems that Max renders the righten eye socket area much "stronger" then on the leften side... Miguelito
Although a broad term, 'next-gen' is the word to define this era in gaming. I agree it needs to be taken out to the woodshed and shot, but it'll be hard to replace it with something else, if anything at all.
I've never seen it before so I'm definately gonna check it out. At yesterday's meeting, concept artist came with a friend who had just finished working on The Warriors videogame.