the question is rather, who is not working with 3d scanning by now? my experience, besides hero characters which are supposed to look like this or that concept, every realistic production we worked on lately is heavily scanning based.
Yes, much better. The fet could use a bit of shrinking as well. I think this model is great for a first sculpted model. I guess you've never done any realistic human models before?
Hey man just wanted to say I am glad you went back to this piece the redo is WAY better. Also I say keep the fog it adds a bit of atmosphere. It's not a realistic environment anyways.
Oh yeah, and if I remember correctly it was also the first game to have scoped rifles and actual 3d enemies as well as moving environments and realistic skies? (Featuring moon shooting way before GTA3 had it)
very very impressive, the variations of color on the skin makes it look extremely realistic. Also Recently I noticed how well you seem to do mucousy hilights... I am in awe. mad props.
a little heavier than I like, but very realistic, though I'd stuill leave some indicatons of there the ribcage ends and the illiac crest of the pelvis begis, right now they look a little unfeatured in the torso. Scott
[ QUOTE ] If they dont make the standart open it will die a slow painful death like almost all manufacturer specific features. [/ QUOTE ] At least now if nvidia's stocks crash, they'll be doing it with incredibly realistic physics!
yeah starcraft was always about a gritty realistic style, i still think that zerg look a tad like toys and not those pulsating shits that make you throw up everytime you select them.
at the moment he looks somewhere in between realistic, and cartoony. i'd shoot for one or the other at this point. either make him look 100% real, or really exaggerate proportions and make his face look cartoony.
Assuming your in max look into using vert paint with your mix maps. It's similar to terrain painting in an engine editor. Check into using world machine like the tut says for adding some realistic erosion.