The gap in the back where the handle meets the main bit seems too large maybe? Also its a little hard to tell, but it looks like on your floaters you're missing the edge loop on the edge that is planar to the surface, which will give you a soft intersection.
Heheh - no I wasnt comparing the 3D to XSI... I've had a browse around XSI myself and know what a different beast it is... just letting of some steam really But yeah - I cant wait to pack in Soft 3D and get over to MAX fulltime.
Nice piece! Me likey. I agree with Vig's comments, and I'd also add that the scene seems to lack contrast a bit. I'm not sure if it's the lighting or the smoothing groups or what have ya, but it all feels very soft and mushy, like a plush toy.
Oops thanks for pointing that out, I have amended the image, did not notice before. I think it does look a bit out of focus, this is due to using soft rgb and antialiasing while rendering, I will turn it off next time I render.
Nobody remotely cares if you went to school or not, beyond some fleeting indirect thoughts about some soft skills you may have learned from it. If you work is good, and you come across as a relatively normal human being in your interview, you're normally fine.
Worked out a good sized bevel to use on the edges of the walkways. This is a small but powerful addition as the bevel helps the light bend around the surface, picks up light as highlights and makes the environment feel less game-y. Don't forget to update your hard and soft edges afterwards!
Yeah, I am talking about power of two non-square ones. Why it's always an issue with them in content creation soft while we have 90% of textures 2048x1024 or 2048x512. End often not even perfectly square texel size for things like road etc
The update looks better, good job. The clothes looks pretty damn nice. The one thing that stands out to me is the chin size. It's making the face look smaller than it actually is. Scruples's paint over is spot on, I find the softness brings it more inline with the original reference.
Hi Yuo have still shading problem on blade and handle, try to fix smooth groups or hard/soft edges, depends on SW you use or fix FXB export setting when you export it to UDK. Normal map in your post number 20, is still bad.
How to make a good lead character for a game: -Must be white -Must be between 25-35 years old -Must have a tragic backstory involving dead parents -Handsome -Stubble -Rough around the edges but eventually opens his soft gooey insides to the girl he loves