Thanks for the good comments. I'm going to rework the texture a little bit right now to make the dirt more realistic (more at the bottom, scratches following the flow,...). I'm definately going to try out the blue in the spec map. I'll keep it updated ^^
A line or ellipse drawn freehand, is a line or ellipse drawn with character. Character is what defines the voice of an artist, otherwise known as style. as AA3D has already said...Just Draw. (..but draw alot...that is what makes you better. Be prepared to spend years on it.)
When I go to download Studio for Mac there is only a PC version available. Also, when using bridge I have defined my download and repository paths and each download comes up with a "corrupt ZIP, please download again" message.
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Where to put it is definately something I've been wondering about. I'm not sure how well it would work in the house with the smell of melted/burnt plastic but I'm not sure how it would work keeping it in the garage either since it's a bit of a dustier environment.
The scale of the detail on the skulls doesn't make the rest of the design and shield. They need to be chunkier and more defined. I also feel with the polycount of the rest of the model, you should be able to model out the skulls in the low poly instead of them being flat details.
read this entry .. : http://wiki.polycount.com/AmbientOcclusionMap it can really define the smaller details of your mesh, especially if you're working off a highpoly source. lightmaps: http://www.polycount.com/forum/showthread.php?p=1098043#post1098043 (also grabbed from the PC wiki)
EQ, very good point. I think thats partially because Im using the same shaders right now to render them out, so they do read very similar. Its definately something I have to think about, cheers.
Very nice work! The only minor thing that sticks out as anomalous is how well defined and uninterrupted the lines between the floor tiles are. With so much mossy overgrowth, I'd expect those to be more obscured. I'm eagerly awaiting breakdowns, too!
I would say define the material more. http://cg.cs.uni-bonn.de/aigaion2root/attachments/Kugel_BASF_Uffizi.png-60659f8eaed5bc0c8f09e886ffb49292.png Make some grainy detail to the spec and the reflection,and try fresnel. And i would use 2-3 colored point light for the lighting.