Thanks for your compliments Jason and oobersli :) About the handles - their using alphas and displacement value of 1, more than that and the shape distorts but without it their as flat as a pancake heh. Boosting the normal map distorts also but probably because it's a render and not an in game engine screenshot. Here's the…
I've uploaded the mesh to p3d so that you can check out the model. You can set to flat shading and wireframe. Normals look kinda weird in the browser but thats probably because they use a different tangent basis. I'm gonna try to cut some edges and squeeze out some triangles to stay under the budget. As for the texture…
this is great! i love the design. did you concept it your self?? any chance we can get a shot of the wireframe? as far as color schemes go.. choices 1 and 2 kind of remind me of Brink weapons. i think i like number 2 or 3 the most. have you thought of using something like camouflage in stead of a solid color? maybe vary up…
You might want to re-render alot of your stuff. the presentation is letting you down. batman is really dark, mostly black. You don't give your models enough space, with images overlapping randomly. Wireframes are particularly hard to make out in this area. Don't render on a black background. Ever. Your clearest render is…
Yes, all details you are capturing on HP (high poly). About gemoetry: your teacher is right. But now, you have 2k poly's, and it's look's like 2k poly's. You can add more to jacket. You can "shell" it (modifier in Max). Expand it, to be not just a plane. On the boot's you can spare more poly's. If I could use 7k poly's, I…
The wires are a little over the top, you could optimize this and save a lot on the polycount, behind the sights where the stock comes out of you have an odd bend that looks to me like it should be straight, when I looked at your wireframe you have tons of extra loops in that area, the wires look like they are made for a…
Moved to Technical Talk for you. The purple wireframe is looking poorly modeled, because it has a single vertex in the middle of the surface with a bunch of long thin triangles connected to it. This usually creates shading errors when a surface is lit. For better shading, it's better to have more uniform polygons, like you…
The base model was sub-d modeled in Maya. I only brought it into Zbrush to detail it out. I played with the rim size, but the bigger I made the rims, the stranger they looked on the car. I can post a screenshot later when I get the chance to show you what I mean. Thanks for the input though. The triangle count is 8800, but…
To be frank, if your work currently looks like that and you need us to guide you through modeling a pretty simple human... I don't think you're ready to work at GameLoft. That said, here are some posts (from the aforementioned LOWPOLY thread) with wireframes of lowpoly females to help you get better: Left 4 Dead Zoey,…
Keep up the progress =) . For the wireframe you probably have the Wire check box ticked. You can find it in the Material Editor (Hotkey = M) under Shader Basic Parameters. To change your background press 8 to bring up you Environment and Effects box. You will see under common parameters you can change the colour / load…