not a fan of his muscles, they're very blobby and defined in all the wrong ways. they look like baloons rather than the elastic bands that they really are. also, work on the specular values, why does his skin look like silk?
It always seems like the systems i use for work are unstable enough, definately wouldnt want to risk serious damage to something you need to use every day for your main source of income, thats just asking for trouble.
Very cool dude I love the design of these two...I definately agree with EQ's comments about the second last progress shot of the kid being better though - the smoother look it has works much better in my opinion.
hm..i would give it some more strong highlights and fix the b«clothing, right now it doesnt seem like folds, use more dark color to define fold depth and slight highlight . Still a solid piece
Phobos: Thanks for the suggestions, i'd definately change those points that you said. Swat 4 uses a modified Unreal 2 engine, I think its unreal 2.5, because it has motion blurr and other cool effects.
All top notch dude, finish the sci fi chick and the armored dude, cuz so far they are rockin the casbah! I agree with the warrior woman's calves, it would've been nice to see some more defined muscles in the legs.
People also still call it next-gen because we have no other next-gen to refer to. Until companies start announcing the next round of consoles or some new graphics breakthrough it is hard to define what the next generation will be.
i like the ideas alot,but there isnt any lightning that makes things pop , like for exampe, in the troll shot, he could have some moon light defining his silhouette. ill post some critics later sorry.
ActorX definately retains smoothing group info from MAX to UE3 automatically. .ASE export also should preserve smoothing groups between the two programs - have you got the MESH NORMALS option checked in the.ASE export?
The bottom map appears to define a world-space normal vector, that is not used as a normal map, but "compared" against the viewing angle normal in the shader to determine how visible the top map's influence is on the model. As to HOW to make it, well, that's for you to figure out.