The only defining design traits of a videogame are that they are: a- interactive b- experiences Technology certainly contributes in a multitude of ways, big and small, to one's ability to design interaction and convey experience. A game is certainly not automatically good because it has better tech.
Bits of it, maybe. I write my shaders by hand so I'm not sure how ShaderForge deals with it. It should be obvious where the light and shadow values are gotten from, but be aware that they're nested in defines depending on the light and shadow types.
you're right that separate parts should generally be separate on the HP. i wonder though - this is day one, are you just starting right in on the HP? have you done a blockout to define all the shapes and ensure the result will be accurate and proportional?
*Removed* Fine!! Skin Development Kit<.< Nice work PolyHertz I will definately learn from such models...One request though. If you are kind enough to post more Models (with files) and challenge to render it and post, will benefit us all.
You're making good progress man. I still think you could define the planes a bit more. I'm no anatomy expert, but by looking at the references that were posted for the planes, the area below the cheek bone feels a little off.
Nice work on this so far, the lighting on that sand looks really good. My one crit would be that the rust on the front of the plane feels a bit blurry, it might look better to have more defined patches of rust with harder edges
Worked on it a little more tonight, defined the basic shapes. Think I'l be going for a more Doom Style instead of dragon knight... bad thread title choiseI guess! ;) anyway, I'll probably begin shading this and test colors soon!
You're going to want to define your sculpt further before adding on armour pieces, then you'll have a more accurate base to fit the armour to. Then I'd suggest planes and the shell modifier. Also, for next time, use to embed an image.
Very nice texturing on the blade. My only critique would be that straps on the handle would do with a little bit of geometry do define silhouette, right now they look too flat. Other than that, very nice job man.
Decent start! Arm anatomy needs more work. I don't believe that looks like a real human forearm. The pectorals aren't defined well. I'd recommend going back into the sculpt and nailing your muscle and bone landmarks.