Maph - It's a brain fart thats been trying to get out for some time:) Nice Dan!, I need to do some 2d push ups myself, perhaps Ill join you guys over there for some motivation. Oops, had some leg armor/weapons hidden when I rendered:\ Left leg has bunker buster flamethrower, and right has a large set of blades. Moving onto…
Some anatomy study I did this evening. I know the pose is kind of silly, but I just wanted to have the guy leaving his weight in one leg and a half bended arm. I still want to define better some parts of it and clean it... Im thinking that maybe the pelvis should protrude a bit on the bac between the back muscles and the…
Back to my shaders and rendering. This is straight out of MAX, no post work. Quick question, how do you get a smoother sphere at the poles? I scaled a sphere for the head but when I turbo smooth it it becomes a bit distorted and pinched in places. I know it's because turbosmooth likes quads, wonder if adding more loops…
can't you preserve the UV's when you add the turbosmooth to prevent that from happening in the first place? I've only been using max for a couple months and haven't had to worry about that sorta thing so I don't know for sure though. polypaint update for Earl, I'll be doing the plaid right in photoshop for the low-res as I…
Hey man, Right now the lighting is killing this, way too contrasty and there is no ambient really bouncing around to brighten up those shadows. I would add a cooler blueish skylight/ambient light to help show the forms a bit better. here is a quick photoshop adjustment to kinda explain what I mean. the image started to go…
I need tips on how to make this sucker's texture pop out a bit more. It's still missing a lot of dirt and rust and oil, and other details like the lamps, but I have the impression that even with all the stuff I'm going to add it's still not going to look all that impressive. Any suggestions? I could use some references if…
Thanks guys. This isn't for a game as much as it is art for art's sake as well as an exercise in detail, but you guys are right about too much geometry so I'm squeezing it as hard as I can now. It was at 5229 tris before, but I just got it down to 3386. I still have some errors to clean up, but this is getting more into…
jimsvanberg: Cool! Are you going to give her dyed hair any roots to go along with the regrown shaved parts? I'm workin' on a hydraulic lift table. My high poly is almost done, I'm just noodling about with the weld seams. They look really dumb so far though. I think I need to smooth them out or something because right now…
This one looks good- I've seened this before on a previous post a while back. This is a nice level and I liked the video you made Remmers. I think the modulars are very cleverly used. I think most people replied for C & C and mostly replied about some minor shading and lighting suggestions which I think they are right.…
Yea, your not the only one who has told me that :\ Right now, I'm banking heavily on the texture to reel back upon Dhalsim's original design. Hopefully if I keep the same color scheme and represent all of his iconic attributes in the final render (ie. the red stripes, white eyes, fire, etc.) it will at least have a sliver…